<?xml version="1.0"?>
<doc>
    <assembly>
        <name>SharpDX.Direct3D12</name>
    </assembly>
    <members>
        <member name="T:SharpDX.Direct3D11.AssemblyDoc">
            <summary>
            The <see cref="A:SharpDX.Direct3D11"/> assembly provides managed Direct3D11 API.
            </summary>
            <msdn-id>ff476080</msdn-id>
            <unmanaged>Direct3D11</unmanaged>	
            <unmanaged-short>Direct3D11</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D12.BlendStateDescription">
            <summary>
            <p>Describes the blend state.</p>
            </summary>
            <remarks>
            <p> A <strong><see cref = "T:SharpDX.Direct3D12.GraphicsPipelineStateDescription"/></strong> object contains a blend-state structure that controls blending by the output-merger stage. </p><p> Here are the default values for blend state. </p><table> <tr><th>State</th><th>Default Value</th></tr> <tr><td>AlphaToCoverageEnable</td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td>IndependentBlendEnable</td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td>RenderTarget[0].BlendEnable</td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td>RenderTarget[0].LogicOpEnable</td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td>RenderTarget[0].SrcBlend</td><td>D3D12_BLEND_ONE</td></tr> <tr><td>RenderTarget[0].DestBlend</td><td>D3D12_BLEND_ZERO</td></tr> <tr><td>RenderTarget[0].BlendOp</td><td>D3D12_BLEND_OP_ADD</td></tr> <tr><td>RenderTarget[0].SrcBlendAlpha</td><td>D3D12_BLEND_ONE</td></tr> <tr><td>RenderTarget[0].DestBlendAlpha</td><td>D3D12_BLEND_ZERO</td></tr> <tr><td>RenderTarget[0].BlendOpAlpha</td><td>D3D12_BLEND_OP_ADD</td></tr> <tr><td>RenderTarget[0].LogicOp</td><td>D3D12_LOGIC_OP_NOOP</td></tr> <tr><td>RenderTarget[0].RenderTargetWriteMask</td><td>D3D12_COLOR_WRITE_ENABLE_ALL</td></tr> </table><p>?</p><p> When you set the <strong>LogicOpEnable</strong> member of the first element of the <strong>RenderTarget</strong> array (<strong>RenderTarget</strong>[0]) to <strong>TRUE</strong>, you must also set the <strong>BlendEnable</strong> member of  <strong>RenderTarget</strong>[0] to <strong><see cref = "F:SharpDX.Result.False"/></strong>, and the <strong>IndependentBlendEnable</strong> member of  this structure to <strong><see cref = "F:SharpDX.Result.False"/></strong>.  This reflects the limitation in hardware that you can't mix logic operations with blending across multiple render targets, and that when you use a logic operation, you must apply the same logic operation to all render targets. </p><p> Note the helper structure, <strong>CD3DX12_BLEND_DESC</strong>. </p>
            </remarks>
            <doc-id>dn770339</doc-id>
            <unmanaged>D3D12_BLEND_DESC</unmanaged>
            <unmanaged-short>D3D12_BLEND_DESC</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.BlendStateDescription.Default">
            <summary>
            Returns default values for <see cref="T:SharpDX.Direct3D12.BlendStateDescription"/>. 
            </summary>
            <remarks>
            See MSDN documentation for default values.
            </remarks>
        </member>
        <member name="M:SharpDX.Direct3D12.BlendStateDescription.Clone">
            <summary>
            Clones this instance.
            </summary>
            <returns>A copy of this instance.</returns>
            <remarks>
            Because this structure contains an array, it is not possible to modify it without making an explicit clone method.
            </remarks>
        </member>
        <member name="F:SharpDX.Direct3D12.BlendStateDescription.AlphaToCoverageEnable">
            <summary>
            <dd> <p> Specifies whether to use alpha-to-coverage as a multisampling technique when setting a pixel to a render target. For more info about using alpha-to-coverage, see Alpha-To-Coverage. </p> </dd>
            </summary>
            <doc-id>dn770339</doc-id>
            <unmanaged>AlphaToCoverageEnable</unmanaged>
            <unmanaged-short>AlphaToCoverageEnable</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.BlendStateDescription.IndependentBlendEnable">
            <summary>
            <dd> <p> Specifies whether to enable independent blending in simultaneous render targets.  Set to <strong>TRUE</strong> to enable independent blending. If set to <strong><see cref = "F:SharpDX.Result.False"/></strong>, only the <strong>RenderTarget</strong>[0] members are used; <strong>RenderTarget</strong>[1..7] are ignored. </p> </dd>
            </summary>
            <doc-id>dn770339</doc-id>
            <unmanaged>IndependentBlendEnable</unmanaged>
            <unmanaged-short>IndependentBlendEnable</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.BlendStateDescription.RenderTarget">
            <summary>
            <dd> <p> An array of  <strong><see cref = "T:SharpDX.Direct3D12.RenderTargetBlendDescription"/></strong> structures that describe the blend states for render targets; these correspond to the eight render targets that can be bound to the output-merger stage at one time. </p> </dd>
            </summary>
            <doc-id>dn770339</doc-id>
            <unmanaged>RenderTarget</unmanaged>
            <unmanaged-short>RenderTarget</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.CommandQueue.ExecuteCommandList(SharpDX.Direct3D12.CommandList)">
            <summary>	
            <p>Submits a command list for execution.</p>	
            </summary>	
            <param name="commandList"><dd> <p> The <strong><see cref="T:SharpDX.Direct3D12.CommandList"/></strong> command list to be executed. </p> </dd></param>
            <remarks>	
            <p> The driver is free to patch the submitted command lists. It is the calling application?s responsibility to ensure that the graphics processing unit (GPU) is not currently reading the any of the submitted command lists from a previous execution. </p><p> Applications are encouraged to batch together command list executions to reduce fixed costs associated with submitted commands to the GPU. </p>	
            </remarks>	
        </member>
        <member name="M:SharpDX.Direct3D12.CommandQueue.ExecuteCommandLists(SharpDX.Direct3D12.CommandList[])">
            <summary>	
            Submits an array of command lists for execution.	
            </summary>	
            <param name="commandLists">
            The array of <see cref="T:SharpDX.Direct3D12.CommandList"/> command lists to be executed.
            </param>	
            <remarks>	
            The driver is free to patch the submitted command lists.
            It is the calling application's responsibility to ensure that the graphics processing unit (GPU) is not currently reading the any of the submitted command lists from a previous execution.
            Applications are encouraged to batch together command list executions to reduce fixed costs associated with submitted commands to the GPU.
            </remarks>	
        </member>
        <member name="P:SharpDX.Direct3D12.CommandQueue.TimestampFrequency">
            <summary>
            <p>This method is used to determine the rate at which the GPU timestamp counter increments.</p>
            </summary>
            <remarks>
            <p>For more information, refer to Timing.</p>
            </remarks>
            <doc-id>dn903826</doc-id>
            <unmanaged>GetTimestampFrequency</unmanaged>
            <unmanaged-short>GetTimestampFrequency</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.CommandQueue.Description">
            <summary>
            <p> Gets the description of the command queue. </p>
            </summary>
            <doc-id>dn914410</doc-id>
            <unmanaged>GetDesc</unmanaged>
            <unmanaged-short>GetDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.CommandQueue.UpdateTileMappings(SharpDX.Direct3D12.Resource,System.Int32,SharpDX.Direct3D12.TiledResourceCoordinate[],SharpDX.Direct3D12.TileRegionSize[],SharpDX.Direct3D12.Heap,System.Int32,SharpDX.Direct3D12.TileRangeFlags[],System.Int32[],System.Int32[],SharpDX.Direct3D12.TileMappingFlags)">
            <summary>
            <p> Updates mappings of tile locations in reserved resources to memory locations in a resource heap. </p>
            </summary>
            <param name = "resourceRef"><dd> <p> A reference to the reserved resource. </p> </dd></param>
            <param name = "numResourceRegions"><dd> <p> The number of reserved resource regions. </p> </dd></param>
            <param name = "resourceRegionStartCoordinatesRef"><dd> <p> An array of <strong><see cref = "T:SharpDX.Direct3D12.TiledResourceCoordinate"/></strong> structures that describe the starting coordinates of the reserved resource regions. The <em>NumResourceRegions</em> parameter specifies the number of <strong><see cref = "T:SharpDX.Direct3D12.TiledResourceCoordinate"/></strong> structures in the array. </p> </dd></param>
            <param name = "resourceRegionSizesRef"><dd> <p> An array of <strong><see cref = "T:SharpDX.Direct3D12.TileRegionSize"/></strong> structures that describe the sizes of the reserved resource regions. The <em>NumResourceRegions</em> parameter specifies the number of <strong><see cref = "T:SharpDX.Direct3D12.TileRegionSize"/></strong> structures in the array. </p> </dd></param>
            <param name = "heapRef"><dd> <p> A reference to the resource heap. </p> </dd></param>
            <param name = "numRanges"><dd> <p> The number of tile  ranges. </p> </dd></param>
            <param name = "rangeFlagsRef"><dd> <p> A reference to an  array of <strong><see cref = "T:SharpDX.Direct3D12.TileRangeFlags"/></strong> values that describes each tile range. The <em>NumRanges</em> parameter specifies the number of values in the array. </p> </dd></param>
            <param name = "heapRangeStartOffsetsRef"><dd> <p> An array of offsets into the resource heap. These are 0-based tile offsets, counting in tiles (not bytes). </p> </dd></param>
            <param name = "rangeTileCountsRef"><dd> <p> An array of tiles. An array of values that specify the number of tiles in each tile range. The <em>NumRanges</em> parameter specifies the number of values in the array. </p> </dd></param>
            <param name = "flags"><dd> <p> A combination of <strong><see cref = "T:SharpDX.Direct3D12.TileMappingFlags"/></strong> values that are combined by using a bitwise OR operation. </p> </dd></param>
            <remarks>
            <p>Use <strong>UpdateTileMappings</strong> to map the virtual pages of a reserved resource to the physical pages of a heap. The mapping does not have to be in order. The operation is similar to  <strong>ID3D11DeviceContext2::UpdateTileMappings</strong> with the one key difference that D3D12 allows a reserved resource to have tiles from multiple heaps.</p><p> In a single call to <strong>UpdateTileMappings</strong>, you can map one or more ranges of resource tiles to one or more ranges of heap tiles.  </p><p> You can organize the parameters of  <strong>UpdateTileMappings</strong> in these ways to perform an update: </p><ul> <li><strong>Reserved resource whose mappings are updated.</strong> Mappings start off all <c>null</c> when a resource is initially created. </li> <li><strong>Set of tile regions on the reserved resource whose mappings are updated.</strong> You can make one <strong>UpdateTileMappings</strong> call to update many mappings or multiple calls with a bit more API call overhead as well if that is more convenient. <ul> <li><em>NumResourceRegions</em> specifies how many regions there are.</li> <li><em>pResourceRegionStartCoordinates</em> and <em>pResourceRegionSizes</em> are each arrays that identify the start location and extend of each region. If <em>NumResourceRegions</em> is 1, for convenience either or both of the arrays that describe the regions can be <c>null</c>.  <c>null</c> for <em>pResourceRegionStartCoordinates</em> means the start coordinate is all 0s, and <c>null</c> for <em>pResourceRegionSizes</em> identifies a default region that is the full set of tiles for the entire reserved resource, including all mipmaps, array slices, or both.  </li> <li> <p> If <em>pResourceRegionStartCoordinates</em> isn't <c>null</c> and <em>pResourceRegionSizes</em> is <c>null</c>, the region size defaults to 1 tile for all regions.  This makes it easy to define mappings for a set of individual tiles each at disparate locations by providing an array of locations in <em>pResourceRegionStartCoordinates</em> without having to send an array of <em>pResourceRegionSizes</em> all set to 1. </p> </li> </ul> <p>The updates are applied from first region to last; so, if regions overlap in a single call, the updates later in the list overwrite the areas that overlap with previous updates.</p> </li> <li><strong>Heap that provides memory where tile mappings can go.</strong> If <strong>UpdateTileMappings</strong> only defines <c>null</c> mappings, you don't need to specify a heap.</li> <li><strong>Set of tile ranges where mappings are going.</strong> Each given tile range can specify one of a few types of ranges: a range of tiles in a heap (default), a count of tiles in the reserved resource to map to a single tile in a heap (sharing the tile), a count of tile mappings in the reserved resource to skip and leave as they are, or a count of tiles in the heap to map to <c>null</c>.<p><em>NumRanges</em> specifies the number of tile ranges, where the total tiles identified across all ranges must match the total number of tiles in the tile regions from the previously described reserved resource.  Mappings are defined by iterating through the tiles in the tile regions in sequential order - x then y then z order for box regions - while walking through the set of tile ranges in sequential order.  The breakdown of tile regions doesn't have to line up with the breakdown of tile ranges, but the total number of tiles on both sides must be equal so that each reserved resource tile specified has a mapping specified. </p> <p><em>pRangeFlags</em>, <em>pHeapRangeStartOffsets</em>, and <em>pRangeTileCounts</em> are all arrays, of size <em>NumRanges</em>, that describe the tile ranges.  If <em>pRangeFlags</em> is <c>null</c>, all ranges are sequential tiles in the heap; otherwise, for each range i,<em>pRangeFlags[i]</em> identifies how the mappings in that range of tiles work: </p> <ul> <li> If <em>pRangeFlags[i]</em> is <strong>D3D12_TILE_RANGE_FLAG_NONE</strong>, that range defines sequential tiles in the heap, with the number of tiles being <em>pRangeTileCounts[i]</em> and the starting location <em>pHeapRangeStartOffsets[i]</em>.  If <em>NumRanges</em> is 1, <em>pRangeTileCounts</em> can be <c>null</c> and defaults to the total number of tiles specified by all the tile regions. </li> <li> If <em>pRangeFlags[i]</em> is <strong>D3D12_TILE_RANGE_FLAG_REUSE_SINGLE_TILE</strong>, <em>pHeapRangeStartOffsets[i]</em> identifies the single tile in the heap to map to, and <em>pRangeTileCounts[i]</em> specifies how many tiles from the tile regions to map to that heap location.  If <em>NumRanges</em> is 1, <em>pRangeTileCounts</em> can be <c>null</c> and defaults to the total number of tiles specified by all the tile regions. </li> <li> If <em>pRangeFlags[i]</em> is <strong>D3D12_TILE_RANGE_FLAG_NULL</strong>, <em>pRangeTileCounts[i]</em> specifies how many tiles from the tile regions to map to <c>null</c>.  If <em>NumRanges</em> is 1, <em>pRangeTileCounts</em> can be <c>null</c> and defaults to the total number of tiles specified by all the tile regions. <em>pHeapRangeStartOffsets[i]</em> is ignored for <c>null</c> mappings. </li> <li> If <em>pRangeFlags[i]</em> is <strong>D3D12_TILE_RANGE_FLAG_SKIP</strong>, <em>pRangeTileCounts[i]</em> specifies how many tiles from the tile regions to skip over and leave existing mappings unchanged for.  This can be useful if a tile region conveniently bounds an area of tile mappings to update except with some exceptions that need to be left the same as whatever they were mapped to before. <em>pHeapRangeStartOffsets[i]</em> is ignored for SKIP mappings. </li> </ul> </li> <li><strong>Flags parameter for overall options.</strong> <strong>D3D12_TILE_MAPPING_FLAG_NO_HAZARD</strong>. Refer to the description of this flag in <strong><see cref = "T:SharpDX.Direct3D12.TileMappingFlags"/></strong>.</li> </ul><p> Reserved resources must follow the same rules for tile aliasing, initialization, and data inheritance as placed resources. See <strong>CreatePlacedResource</strong> for more details.</p><p> Here are some examples of common <strong>UpdateTileMappings</strong> cases: </p>
            </remarks>
            <doc-id>dn788641</doc-id>
            <unmanaged>void ID3D12CommandQueue::UpdateTileMappings([In] ID3D12Resource* pResource,[In] unsigned int NumResourceRegions,[In, Buffer, Optional] const D3D12_TILED_RESOURCE_COORDINATE* pResourceRegionStartCoordinates,[In, Buffer, Optional] const D3D12_TILE_REGION_SIZE* pResourceRegionSizes,[In, Optional] ID3D12Heap* pHeap,[In] unsigned int NumRanges,[In, Buffer, Optional] const D3D12_TILE_RANGE_FLAGS* pRangeFlags,[In, Buffer, Optional] const unsigned int* pHeapRangeStartOffsets,[In, Buffer, Optional] const unsigned int* pRangeTileCounts,[In] D3D12_TILE_MAPPING_FLAGS Flags)</unmanaged>
            <unmanaged-short>ID3D12CommandQueue::UpdateTileMappings</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.CommandQueue.CopyTileMappings(SharpDX.Direct3D12.Resource,SharpDX.Direct3D12.TiledResourceCoordinate,SharpDX.Direct3D12.Resource,SharpDX.Direct3D12.TiledResourceCoordinate,SharpDX.Direct3D12.TileRegionSize,SharpDX.Direct3D12.TileMappingFlags)">
            <summary>
            <p>Copies mappings from a source reserved resource to a destination reserved resource.</p>
            </summary>
            <param name = "dstResourceRef"><dd> <p>A reference to the destination reserved resource.</p> </dd></param>
            <param name = "dstRegionStartCoordinateRef"><dd> <p> A reference to a <strong><see cref = "T:SharpDX.Direct3D12.TiledResourceCoordinate"/></strong> structure that describes the starting coordinates of the destination reserved resource. </p> </dd></param>
            <param name = "srcResourceRef"><dd> <p>A reference to the source reserved resource.</p> </dd></param>
            <param name = "srcRegionStartCoordinateRef"><dd> <p> A reference to a <strong><see cref = "T:SharpDX.Direct3D12.TiledResourceCoordinate"/></strong> structure that describes the starting coordinates of the source reserved resource. </p> </dd></param>
            <param name = "regionSizeRef"><dd> <p> A reference to a <strong><see cref = "T:SharpDX.Direct3D12.TileRegionSize"/></strong> structure that describes the size of the reserved region. </p> </dd></param>
            <param name = "flags"><dd> <p> One member of <strong><see cref = "T:SharpDX.Direct3D12.TileMappingFlags"/></strong>. </p> </dd></param>
            <remarks>
            <p>Use <strong>CopyTileMappings</strong> to copy the tile mappings from one reserved resource to another, either to duplicate a resource mapping, or to initialize a new mapping before modifying it using <strong>UpdateTileMappings</strong>.</p><p><strong>CopyTileMappings</strong> helps with tasks such as shifting mappings around within and across reserved resources, for example, scrolling tiles.  The source and destination regions can overlap; the result of the copy in this situation is as if the source was saved to a temporary location  and from there written to the destination. </p><p>The destination and the source regions must each entirely fit in their resource or behavior is undefined and the debug layer will emit an error.</p><p> For more info on tiled resources, refer to the  "DirectX tiled resources" section within DirectX programming. </p>
            </remarks>
            <doc-id>dn788629</doc-id>
            <unmanaged>void ID3D12CommandQueue::CopyTileMappings([In] ID3D12Resource* pDstResource,[In] const D3D12_TILED_RESOURCE_COORDINATE* pDstRegionStartCoordinate,[In] ID3D12Resource* pSrcResource,[In] const D3D12_TILED_RESOURCE_COORDINATE* pSrcRegionStartCoordinate,[In] const D3D12_TILE_REGION_SIZE* pRegionSize,[In] D3D12_TILE_MAPPING_FLAGS Flags)</unmanaged>
            <unmanaged-short>ID3D12CommandQueue::CopyTileMappings</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.CommandQueue.ExecuteCommandLists(System.Int32,SharpDX.Direct3D12.CommandList[])">
            <summary>
            <p>Submits an array of command lists for execution.</p>
            </summary>
            <param name = "numCommandLists"><dd> <p> The number of command lists to be executed. </p> </dd></param>
            <param name = "commandListsOut"><dd> <p> The array of <strong><see cref = "T:SharpDX.Direct3D12.CommandList"/></strong> command lists to be executed. </p> </dd></param>
            <remarks>
            <p> The driver is free to patch the submitted command lists. It is the calling application?s responsibility to ensure that the graphics processing unit (GPU) is not currently reading the any of the submitted command lists from a previous execution. </p><p> Applications are encouraged to batch together command list executions to reduce fixed costs associated with submitted commands to the GPU. </p>
            </remarks>
            <doc-id>dn788631</doc-id>
            <unmanaged>void ID3D12CommandQueue::ExecuteCommandLists([In] unsigned int NumCommandLists,[In, Buffer] const ID3D12CommandList** ppCommandLists)</unmanaged>
            <unmanaged-short>ID3D12CommandQueue::ExecuteCommandLists</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.CommandQueue.SetMarker(System.Int32,System.IntPtr,System.Int32)">
            <summary>
            <p> Not intended to be called directly.? Use the PIX event runtime to insert events into a command queue.</p>
            </summary>
            <param name = "metadata">No documentation.</param>
            <param name = "dataRef">No documentation.</param>
            <param name = "size">No documentation.</param>
            <remarks>
            <p>This is a support method used internally by the PIX event runtime.? It is not intended to be called directly.</p><p>To insert instrumentation markers at the current location within a D3D12 command queue, use the <strong>PIXSetMarker</strong> function.? This is provided by the WinPixEventRuntime NuGet package.</p>
            </remarks>
            <doc-id>dn986872</doc-id>
            <unmanaged>void ID3D12CommandQueue::SetMarker([In] unsigned int Metadata,[In, Buffer, Optional] const void* pData,[In] unsigned int Size)</unmanaged>
            <unmanaged-short>ID3D12CommandQueue::SetMarker</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.CommandQueue.BeginEvent(System.Int32,System.IntPtr,System.Int32)">
            <summary>
            <p> Not intended to be called directly.? Use the PIX event runtime to insert events into a command queue.</p>
            </summary>
            <param name = "metadata">No documentation.</param>
            <param name = "dataRef">No documentation.</param>
            <param name = "size">No documentation.</param>
            <remarks>
            <p>This is a support method used internally by the PIX event runtime.? It is not intended to be called directly.</p><p>To mark the start of an instrumentation region at the current location within a D3D12 command queue, use the <strong>PIXBeginEvent</strong> function or <strong>PIXScopedEvent</strong> macro.? These are provided by the WinPixEventRuntime NuGet package.</p>
            </remarks>
            <doc-id>dn986870</doc-id>
            <unmanaged>void ID3D12CommandQueue::BeginEvent([In] unsigned int Metadata,[In, Buffer, Optional] const void* pData,[In] unsigned int Size)</unmanaged>
            <unmanaged-short>ID3D12CommandQueue::BeginEvent</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.CommandQueue.EndEvent">
            <summary>
            <p> Not intended to be called directly.? Use the PIX event runtime to insert events into a command queue.</p>
            </summary>
            <remarks>
            <p>This is a support method used internally by the PIX event runtime.? It is not intended to be called directly.</p><p>To mark the end of an instrumentation region at the current location within a D3D12 command queue, use the <strong>PIXEndEvent</strong> function or <strong>PIXScopedEvent</strong> macro.? These are provided by the WinPixEventRuntime NuGet package.</p>
            </remarks>
            <doc-id>dn986871</doc-id>
            <unmanaged>void ID3D12CommandQueue::EndEvent()</unmanaged>
            <unmanaged-short>ID3D12CommandQueue::EndEvent</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.CommandQueue.Signal(SharpDX.Direct3D12.Fence,System.Int64)">
            <summary>
            No documentation.
            </summary>
            <param name = "fenceRef">No documentation.</param>
            <param name = "value">No documentation.</param>
            <returns>No documentation.</returns>
            <unmanaged>HRESULT ID3D12CommandQueue::Signal([In] ID3D12Fence* pFence,[In] unsigned longlong Value)</unmanaged>
            <unmanaged-short>ID3D12CommandQueue::Signal</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.CommandQueue.Wait(SharpDX.Direct3D12.Fence,System.Int64)">
            <summary>
            <p>Waits until the specified fence reaches or exceeds the specified value.</p>
            </summary>
            <param name = "fenceRef"><dd>  <p> A reference to the <strong><see cref = "T:SharpDX.Direct3D12.Fence"/></strong> object. </p> </dd></param>
            <param name = "value"><dd>  <p>The value that the command queue is waiting for the fence to reach or exceed.  So when  <strong>ID3D12Fence::GetCompletedValue</strong> is greater than or equal to <em>Value</em>, the wait is terminated.</p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes. </p></returns>
            <doc-id>dn899173</doc-id>
            <unmanaged>HRESULT ID3D12CommandQueue::Wait([In] ID3D12Fence* pFence,[In] unsigned longlong Value)</unmanaged>
            <unmanaged-short>ID3D12CommandQueue::Wait</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.CommandQueue.GetTimestampFrequency(System.Int64@)">
            <summary>
            <p>This method is used to determine the rate at which the GPU timestamp counter increments.</p>
            </summary>
            <param name = "frequencyRef"><dd>  <p>The GPU timestamp counter frequency (in ticks/second).</p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes.</p></returns>
            <remarks>
            <p>For more information, refer to Timing.</p>
            </remarks>
            <doc-id>dn903826</doc-id>
            <unmanaged>HRESULT ID3D12CommandQueue::GetTimestampFrequency([Out] unsigned longlong* pFrequency)</unmanaged>
            <unmanaged-short>ID3D12CommandQueue::GetTimestampFrequency</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.CommandQueue.GetClockCalibration(System.Int64@,System.Int64@)">
            <summary>
            <p>This method samples the CPU and GPU timestamp counters at the same moment in time. </p>
            </summary>
            <param name = "gpuTimestampRef"><dd>  <p>The value of the GPU timestamp counter.</p> </dd></param>
            <param name = "cpuTimestampRef"><dd>  <p>The value of the CPU timestamp counter.</p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes.</p></returns>
            <remarks>
            <p>For more information, refer to Timing.</p>
            </remarks>
            <doc-id>dn903825</doc-id>
            <unmanaged>HRESULT ID3D12CommandQueue::GetClockCalibration([Out] unsigned longlong* pGpuTimestamp,[Out] unsigned longlong* pCpuTimestamp)</unmanaged>
            <unmanaged-short>ID3D12CommandQueue::GetClockCalibration</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.CommandQueue.GetDescription">
            <summary>
            <p> Gets the description of the command queue. </p>
            </summary>
            <returns><p> The description of the command queue, as a <strong><see cref = "T:SharpDX.Direct3D12.CommandQueueDescription"/></strong> structure. </p></returns>
            <doc-id>dn914410</doc-id>
            <unmanaged>D3D12_COMMAND_QUEUE_DESC ID3D12CommandQueue::GetDesc()</unmanaged>
            <unmanaged-short>ID3D12CommandQueue::GetDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.CommandQueue.ExecuteCommandLists(System.Int32,SharpDX.ComArray{SharpDX.Direct3D12.CommandList})">
            <summary>
            <p>Submits an array of command lists for execution.</p>
            </summary>
            <param name = "numCommandLists"><dd> <p> The number of command lists to be executed. </p> </dd></param>
            <param name = "commandListsOut"><dd> <p> The array of <strong><see cref = "T:SharpDX.Direct3D12.CommandList"/></strong> command lists to be executed. </p> </dd></param>
            <remarks>
            <p> The driver is free to patch the submitted command lists. It is the calling application?s responsibility to ensure that the graphics processing unit (GPU) is not currently reading the any of the submitted command lists from a previous execution. </p><p> Applications are encouraged to batch together command list executions to reduce fixed costs associated with submitted commands to the GPU. </p>
            </remarks>
            <doc-id>dn788631</doc-id>
            <unmanaged>void ID3D12CommandQueue::ExecuteCommandLists([In] unsigned int NumCommandLists,[In, Buffer] const ID3D12CommandList** ppCommandLists)</unmanaged>
            <unmanaged-short>ID3D12CommandQueue::ExecuteCommandLists</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.CommandQueue.ExecuteCommandLists(System.Int32,System.IntPtr)">
            <summary>
            <p>Submits an array of command lists for execution.</p>
            </summary>
            <param name = "numCommandLists"><dd> <p> The number of command lists to be executed. </p> </dd></param>
            <param name = "commandListsOut"><dd> <p> The array of <strong><see cref = "T:SharpDX.Direct3D12.CommandList"/></strong> command lists to be executed. </p> </dd></param>
            <remarks>
            <p> The driver is free to patch the submitted command lists. It is the calling application?s responsibility to ensure that the graphics processing unit (GPU) is not currently reading the any of the submitted command lists from a previous execution. </p><p> Applications are encouraged to batch together command list executions to reduce fixed costs associated with submitted commands to the GPU. </p>
            </remarks>
            <doc-id>dn788631</doc-id>
            <unmanaged>void ID3D12CommandQueue::ExecuteCommandLists([In] unsigned int NumCommandLists,[In, Buffer] const ID3D12CommandList** ppCommandLists)</unmanaged>
            <unmanaged-short>ID3D12CommandQueue::ExecuteCommandLists</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.CommandQueueDescription">
            <summary>
            <p>Describes a command queue.</p>
            </summary>
            <remarks>
            <p> This structure is passed into <strong>CreateCommandQueue</strong>. </p><p> This structure is returned by <strong>ID3D12CommandQueue::GetDesc</strong>. </p>
            </remarks>
            <doc-id>dn903796</doc-id>
            <unmanaged>D3D12_COMMAND_QUEUE_DESC</unmanaged>
            <unmanaged-short>D3D12_COMMAND_QUEUE_DESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CommandQueueDescription.Type">
            <summary>
            <dd> <p> Specifies one member of <strong><see cref = "T:SharpDX.Direct3D12.CommandListType"/></strong>. </p> </dd>
            </summary>
            <doc-id>dn903796</doc-id>
            <unmanaged>Type</unmanaged>
            <unmanaged-short>Type</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CommandQueueDescription.Priority">
            <summary>
            <dd> <p> The priority for the command queue, as a  <strong><see cref = "T:SharpDX.Direct3D12.CommandQueuePriority"/></strong> enumeration constant to select normal or high priority. </p> </dd>
            </summary>
            <doc-id>dn903796</doc-id>
            <unmanaged>Priority</unmanaged>
            <unmanaged-short>Priority</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CommandQueueDescription.Flags">
            <summary>
            <dd> <p> Specifies any flags from the <strong><see cref = "T:SharpDX.Direct3D12.CommandQueueFlags"/></strong> enumeration. </p> </dd>
            </summary>
            <doc-id>dn903796</doc-id>
            <unmanaged>Flags</unmanaged>
            <unmanaged-short>Flags</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CommandQueueDescription.NodeMask">
            <summary>
            <dd> <p> For single GPU operation, set this to zero. If there are multiple GPU nodes, set a bit to identify the node (the  device's physical adapter) to which the command queue applies. Each bit in the mask corresponds to a single node. Only 1 bit must be set. Refer to Multi-Adapter.</p> </dd>
            </summary>
            <doc-id>dn903796</doc-id>
            <unmanaged>NodeMask</unmanaged>
            <unmanaged-short>NodeMask</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.CommandSignatureDescription">
            <summary>
            <p> Describes the arguments (parameters) of a command signature. </p>
            </summary>
            <remarks>
            <p> Use this structure by <strong>CreateCommandSignature</strong>. </p>
            </remarks>
            <doc-id>dn986724</doc-id>
            <unmanaged>D3D12_COMMAND_SIGNATURE_DESC</unmanaged>
            <unmanaged-short>D3D12_COMMAND_SIGNATURE_DESC</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.CommandSignatureDescription.IndirectArguments">
            <summary>	
            <dd> <p> An array of <strong><see cref="T:SharpDX.Direct3D12.IndirectArgumentDescription" /></strong> structures, containing details of the arguments, including whether the argument is a vertex buffer, constant, constant buffer view, shader resource view, or unordered access view. </p> </dd>	
            </summary>	
            <!-- Failed to insert some or all of included XML --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D12_COMMAND_SIGNATURE_DESC::pArgumentDescs']/*" />	
            <msdn-id>dn986724</msdn-id>	
            <unmanaged>const D3D12_INDIRECT_ARGUMENT_DESC* pArgumentDescs</unmanaged>	
            <unmanaged-short>D3D12_INDIRECT_ARGUMENT_DESC pArgumentDescs</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D12.CommandSignatureDescription.ByteStride">
            <summary>
            <dd> <p> Specifies the size of each argument of a command signature, in bytes. </p> </dd>
            </summary>
            <doc-id>dn986724</doc-id>
            <unmanaged>ByteStride</unmanaged>
            <unmanaged-short>ByteStride</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CommandSignatureDescription.ArgumentDescCount">
            <summary>
            <dd> <p> Specifies the number of arguments in the command signature. </p> </dd>
            </summary>
            <doc-id>dn986724</doc-id>
            <unmanaged>NumArgumentDescs</unmanaged>
            <unmanaged-short>NumArgumentDescs</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CommandSignatureDescription.ArgumentDescsPointer">
            <summary>
            <dd> <p> An array of <strong><see cref = "T:SharpDX.Direct3D12.IndirectArgumentDescription"/></strong> structures, containing details of the arguments, including whether the argument is a vertex buffer, constant, constant buffer view, shader resource view, or unordered access view. </p> </dd>
            </summary>
            <doc-id>dn986724</doc-id>
            <unmanaged>pArgumentDescs</unmanaged>
            <unmanaged-short>pArgumentDescs</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CommandSignatureDescription.NodeMask">
            <summary>
            <dd> <p> For single GPU operation, set this to zero. If there are multiple GPU nodes, set bits to identify the nodes (the  device's physical adapters) for which the command signature is to apply. Each bit in the mask corresponds to a single node. Refer to Multi-Adapter.</p> </dd>
            </summary>
            <doc-id>dn986724</doc-id>
            <unmanaged>NodeMask</unmanaged>
            <unmanaged-short>NodeMask</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.CpuDescriptorHandle">
            <summary>
            <p> Describes a CPU descriptor handle. </p>
            </summary>
            <remarks>
            <p> This structure is returned by the following methods: </p><ul> <li> <strong>ID3D12DescriptorHeap::GetCPUDescriptorHandleForHeapStart</strong> </li> </ul><p> This structure is passed into the following methods: </p><ul> <li> <strong>ID3D12Device::CopyDescriptors</strong> </li> <li> <strong>ID3D12Device::CopyDescriptorsSimple</strong> </li> <li> <strong>ID3D12Device::CreateConstantBufferView</strong> </li> <li> <strong>ID3D12Device::CreateShaderResourceView</strong> </li> <li> <strong>ID3D12Device::CreateUnorderedAccessView</strong> </li> <li> <strong>ID3D12Device::CreateRenderTargetView</strong> </li> <li> <strong>ID3D12Device::CreateDepthStencilView</strong> </li> <li> <strong>ID3D12Device::CreateSampler</strong> </li> <li> <strong>ID3D12GraphicsCommandList::ClearDepthStencilView</strong> </li> <li> <strong>ID3D12GraphicsCommandList::ClearRenderTargetView</strong> </li> <li> <strong>ID3D12GraphicsCommandList::ClearUnorderedAccessViewUint</strong> </li> <li> <strong>ID3D12GraphicsCommandList::ClearUnorderedAccessViewFloat</strong> </li> <li> <strong>ID3D12GraphicsCommandList::OMSetRenderTargets</strong> </li> </ul>
            </remarks>
            <doc-id>dn859369</doc-id>
            <unmanaged>D3D12_CPU_DESCRIPTOR_HANDLE</unmanaged>
            <unmanaged-short>D3D12_CPU_DESCRIPTOR_HANDLE</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.CpuDescriptorHandle.op_Addition(SharpDX.Direct3D12.CpuDescriptorHandle,System.Int32)">
            <summary>
              Adds an offset to a descriptor handle
            </summary>
            <param name = "left">Initial descriptor handle</param>
            <param name = "right">Offset to apply, use <see cref="M:SharpDX.Direct3D12.Device.GetDescriptorHandleIncrementSize(SharpDX.Direct3D12.DescriptorHeapType)"/> with the relevant heap type.</param>
            <returns>Offsetted descriptor handle</returns>
        </member>
        <member name="F:SharpDX.Direct3D12.CpuDescriptorHandle.Ptr">
            <summary>
            <dd> <p> The address of  the descriptor. </p> </dd>
            </summary>
            <doc-id>dn859369</doc-id>
            <unmanaged>ptr</unmanaged>
            <unmanaged-short>ptr</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.DebugInterface.Get">
            <summary>
            Gets the debug interface.
            </summary>
            <returns></returns>
        </member>
        <member name="M:SharpDX.Direct3D12.DebugInterface.EnableDebugLayer">
            <summary>
            <p> Enables the debug layer. </p>
            </summary>
            <remarks>
            <p>To enable the debug layers using this API, it must be called before the D3D12 device is created. Calling this API after creating the D3D12 device will cause the D3D12 runtime to remove the device.</p>
            </remarks>
            <doc-id>dn986877</doc-id>
            <unmanaged>void ID3D12Debug::EnableDebugLayer()</unmanaged>
            <unmanaged-short>ID3D12Debug::EnableDebugLayer</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.DepthStencilStateDescription">
            <summary>
            <p>Describes depth-stencil state.</p>
            </summary>
            <remarks>
            <p> A <strong><see cref = "T:SharpDX.Direct3D12.GraphicsPipelineStateDescription"/></strong> object contains a depth-stencil-state structure that controls how depth-stencil testing is performed by the output-merger stage. </p><p>This table shows the default values of depth-stencil states.</p><table> <tr><th>State</th><th>Default Value</th></tr> <tr><td>DepthEnable</td><td>TRUE</td></tr> <tr><td>DepthWriteMask</td><td>D3D12_DEPTH_WRITE_MASK_ALL</td></tr> <tr><td>DepthFunc</td><td>D3D12_COMPARISON_LESS</td></tr> <tr><td>StencilEnable</td><td><see cref = "F:SharpDX.Result.False"/></td></tr> <tr><td>StencilReadMask</td><td>D3D12_DEFAULT_STENCIL_READ_MASK</td></tr> <tr><td>StencilWriteMask</td><td>D3D12_DEFAULT_STENCIL_WRITE_MASK</td></tr> <tr><td> <p>FrontFace.StencilFunc</p> <p>and</p> <p>BackFace.StencilFunc</p> </td><td>D3D12_COMPARISON_ALWAYS</td></tr> <tr><td> <p>FrontFace.StencilDepthFailOp</p> <p>and</p> <p>BackFace.StencilDepthFailOp</p> </td><td>D3D12_STENCIL_OP_KEEP</td></tr> <tr><td> <p>FrontFace.StencilPassOp</p> <p>and</p> <p>BackFace.StencilPassOp</p> </td><td>D3D12_STENCIL_OP_KEEP</td></tr> <tr><td> <p>FrontFace.StencilFailOp</p> <p>and</p> <p>BackFace.StencilFailOp</p> </td><td>D3D12_STENCIL_OP_KEEP</td></tr> </table><p>?</p><p>The formats that support stenciling are DXGI_FORMAT_D24_UNORM_S8_UINT and DXGI_FORMAT_D32_FLOAT_S8X24_UINT.</p>
            </remarks>
            <doc-id>dn770356</doc-id>
            <unmanaged>D3D12_DEPTH_STENCIL_DESC</unmanaged>
            <unmanaged-short>D3D12_DEPTH_STENCIL_DESC</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.DepthStencilStateDescription.Default">
            <summary>
            Returns default values for <see cref="T:SharpDX.Direct3D12.DepthStencilStateDescription"/>. 
            </summary>
            <remarks>
            See MSDN documentation for default values.
            </remarks>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilStateDescription.IsDepthEnabled">
            <summary>
            <dd> <p> Specifies whether to enable depth testing. Set this member to <strong>TRUE</strong> to enable depth testing. </p> </dd>
            </summary>
            <doc-id>dn770356</doc-id>
            <unmanaged>DepthEnable</unmanaged>
            <unmanaged-short>DepthEnable</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilStateDescription.DepthWriteMask">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.Direct3D12.DepthWriteMask"/></strong>-typed value that identifies a portion of the depth-stencil buffer that can be modified by depth data. </p> </dd>
            </summary>
            <doc-id>dn770356</doc-id>
            <unmanaged>DepthWriteMask</unmanaged>
            <unmanaged-short>DepthWriteMask</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilStateDescription.DepthComparison">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.Direct3D12.Comparison"/></strong>-typed value that identifies a function that compares depth data against existing depth data. </p> </dd>
            </summary>
            <doc-id>dn770356</doc-id>
            <unmanaged>DepthFunc</unmanaged>
            <unmanaged-short>DepthFunc</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilStateDescription.IsStencilEnabled">
            <summary>
            <dd> <p> Specifies whether to enable stencil testing. Set this member to <strong>TRUE</strong> to enable stencil testing. </p> </dd>
            </summary>
            <doc-id>dn770356</doc-id>
            <unmanaged>StencilEnable</unmanaged>
            <unmanaged-short>StencilEnable</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilStateDescription.StencilReadMask">
            <summary>
            <dd> <p>Identify a portion of the depth-stencil buffer for reading stencil data.</p> </dd>
            </summary>
            <doc-id>dn770356</doc-id>
            <unmanaged>StencilReadMask</unmanaged>
            <unmanaged-short>StencilReadMask</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilStateDescription.StencilWriteMask">
            <summary>
            <dd> <p>Identify a portion of the depth-stencil buffer for writing stencil data.</p> </dd>
            </summary>
            <doc-id>dn770356</doc-id>
            <unmanaged>StencilWriteMask</unmanaged>
            <unmanaged-short>StencilWriteMask</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilStateDescription.FrontFace">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.Direct3D12.DepthStencilOperationDescription"/></strong> structure that describes how to use the results of the depth test and the stencil test for pixels whose surface normal is facing towards the camera. </p> </dd>
            </summary>
            <doc-id>dn770356</doc-id>
            <unmanaged>FrontFace</unmanaged>
            <unmanaged-short>FrontFace</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilStateDescription.BackFace">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.Direct3D12.DepthStencilOperationDescription"/></strong> structure that describes how to use the results of the depth test and the stencil test for pixels whose surface normal is facing away from the camera. </p> </dd>
            </summary>
            <doc-id>dn770356</doc-id>
            <unmanaged>BackFace</unmanaged>
            <unmanaged-short>BackFace</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.DescriptorRange">
            <summary>
            <p>Describes a descriptor range.</p>
            </summary>
            <remarks>
            <p> This structure is a member of the <strong><see cref = "T:SharpDX.Direct3D12.RootDescriptorTable"/></strong> structure. </p>
            </remarks>
            <doc-id>dn859380</doc-id>
            <unmanaged>D3D12_DESCRIPTOR_RANGE</unmanaged>
            <unmanaged-short>D3D12_DESCRIPTOR_RANGE</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.DescriptorRange.#ctor(SharpDX.Direct3D12.DescriptorRangeType,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D12.DescriptorRange"/> struct.
            </summary>
            <param name="rangeType"></param>
            <param name="descriptorCount"></param>
            <param name="baseShaderRegister"></param>
            <param name="registerSpace"></param>
            <param name="offsetInDescriptorsFromTableStart"></param>
        </member>
        <member name="F:SharpDX.Direct3D12.DescriptorRange.RangeType">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.Direct3D12.DescriptorRangeType"/></strong>-typed value that specifies the type of descriptor range. </p> </dd>
            </summary>
            <doc-id>dn859380</doc-id>
            <unmanaged>RangeType</unmanaged>
            <unmanaged-short>RangeType</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DescriptorRange.DescriptorCount">
            <summary>
            <dd> <p> The number of descriptors in the range. Use -1 or UINT_MAX to specify unbounded size. Only the last entry in a table can have unbounded size. </p> </dd>
            </summary>
            <doc-id>dn859380</doc-id>
            <unmanaged>NumDescriptors</unmanaged>
            <unmanaged-short>NumDescriptors</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DescriptorRange.BaseShaderRegister">
            <summary>
            <dd> <p> The base shader register in the range. For example, for shader-resource views (SRVs), 3 maps to ": register(t3);" in HLSL. </p> </dd>
            </summary>
            <doc-id>dn859380</doc-id>
            <unmanaged>BaseShaderRegister</unmanaged>
            <unmanaged-short>BaseShaderRegister</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DescriptorRange.RegisterSpace">
            <summary>
            <dd> <p> The register space. Can typically be 0, but allows multiple descriptor  arrays of unknown size to not appear to overlap. For example, for SRVs, by extending the example in the <strong>BaseShaderRegister</strong> member description, 5 maps to ": register(t3,space5);" in HLSL. </p> </dd>
            </summary>
            <doc-id>dn859380</doc-id>
            <unmanaged>RegisterSpace</unmanaged>
            <unmanaged-short>RegisterSpace</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DescriptorRange.OffsetInDescriptorsFromTableStart">
            <summary>
            <dd> <p> The offset in descriptors from the start of the root signature. This value can be <strong>D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND</strong>, which indicates this range should immediately follow the preceding range.</p> </dd>
            </summary>
            <doc-id>dn859380</doc-id>
            <unmanaged>OffsetInDescriptorsFromTableStart</unmanaged>
            <unmanaged-short>OffsetInDescriptorsFromTableStart</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.#ctor">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D12.Device"/> class.
            </summary>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.#ctor(SharpDX.DXGI.Adapter)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D12.Device"/> class.
            </summary>
            <param name="adapter">The adapter.</param>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.#ctor(SharpDX.DXGI.Adapter,SharpDX.Direct3D.FeatureLevel)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D12.Device"/> class.
            </summary>
            <param name="adapter">The adapter.</param>
            <param name="minFeatureLevel">The minimum feature level.</param>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CheckFeatureSupport``1(SharpDX.Direct3D12.Feature,``0@)">
            <summary>	
            <p> Gets information about the features that are supported by the current graphics driver.</p>	
            </summary>	
            <param name="feature"><dd>  <p> A <strong><see cref="T:SharpDX.Direct3D12.Feature" /></strong>-typed value that describes the feature to query for support. </p> </dd></param>	
            <param name="featureSupportDataRef"><dd>  <p> The passed structure is filled with data that describes the feature support. To see the structure types, see the Remarks section in <strong><see cref="T:SharpDX.Direct3D12.Feature" /> enumeration</strong>. </p> </dd></param>	
            <param name="featureSupportDataSize"><dd>  <p> The size of the structure passed to the <em>pFeatureSupportData</em> parameter. </p> </dd></param>	
            <returns><p> Returns <strong><see cref="F:SharpDX.Result.Ok" /></strong> if successful; otherwise, returns <strong>E_INVALIDARG</strong> if an unsupported data type is passed to the <em>pFeatureSupportData</em> parameter or a size mismatch is detected for the <em>FeatureSupportDataSize</em> parameter. </p></returns>	
            <remarks>	
            <p>Refer to Capability Querying.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D12Device::CheckFeatureSupport']/*" />	
            <msdn-id>dn788653</msdn-id>	
            <unmanaged>HRESULT ID3D12Device::CheckFeatureSupport([In] D3D12_FEATURE Feature,[Out, Buffer] void* pFeatureSupportData,[In] unsigned int FeatureSupportDataSize)</unmanaged>	
            <unmanaged-short>ID3D12Device::CheckFeatureSupport</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateCommandQueue(SharpDX.Direct3D12.CommandQueueDescription)">
            <summary>	
            <p>Creates a command queue.</p>	
            </summary>	
            <param name="description"><dd>  <p> Specifies a <see cref="T:SharpDX.Direct3D12.CommandQueueDescription" /> that describes the command queue. </p> </dd></param>	
            <returns><dd>  <p> A reference to a memory block that receives a reference to the <strong><see cref="T:SharpDX.Direct3D12.CommandQueue" /></strong> interface for the command queue. </p> </dd></returns>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D12Device::CreateCommandQueue']/*" />	
            <msdn-id>dn788657</msdn-id>	
            <unmanaged>HRESULT ID3D12Device::CreateCommandQueue([In] const D3D12_COMMAND_QUEUE_DESC* pDesc,[In] const GUID&amp; riid,[Out] ID3D12CommandQueue** ppCommandQueue)</unmanaged>	
            <unmanaged-short>ID3D12Device::CreateCommandQueue</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateCommandQueue(SharpDX.Direct3D12.CommandListType)">
            <summary>	
            <p>Creates a command queue.</p>	
            </summary>	
            <param name="type">The <see cref="T:SharpDX.Direct3D12.CommandListType"/> that describes the command queue.</param>
            <returns><dd>  <p> A reference to a memory block that receives a reference to the <strong><see cref="T:SharpDX.Direct3D12.CommandQueue"/></strong> interface for the command queue. </p> </dd></returns>	
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateCommandQueue(SharpDX.Direct3D12.CommandListType,System.Int32)">
            <summary>	
            <p>Creates a command queue.</p>	
            </summary>	
            <param name="type">The <see cref="T:SharpDX.Direct3D12.CommandListType"/> that describes the command queue.</param>
            <param name="nodeMask">Multi GPU node mask.</param>
            <returns><dd>  <p> A reference to a memory block that receives a reference to the <strong><see cref="T:SharpDX.Direct3D12.CommandQueue"/></strong> interface for the command queue. </p> </dd></returns>	
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateCommandAllocator(SharpDX.Direct3D12.CommandListType)">
            <summary>	
            <p>Creates a command allocator object.</p>	
            </summary>	
            <param name="type"><dd>  <p> A <strong><see cref="T:SharpDX.Direct3D12.CommandListType" /></strong>-typed value that specifies the type of command allocator to create. The type of command allocator can be the type that records either direct command lists or bundles. </p> </dd></param>	
            <returns><dd>  <p> A reference to a memory block that receives a reference to the <strong><see cref="T:SharpDX.Direct3D12.CommandAllocator" /></strong> interface for the command allocator. </p> </dd></returns>	
            <remarks>	
            <p> The device creates command lists from the command allocator. </p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D12Device::CreateCommandAllocator']/*" />	
            <msdn-id>dn788655</msdn-id>	
            <unmanaged>HRESULT ID3D12Device::CreateCommandAllocator([In] D3D12_COMMAND_LIST_TYPE type,[In] const GUID&amp; riid,[Out] ID3D12CommandAllocator** ppCommandAllocator)</unmanaged>	
            <unmanaged-short>ID3D12Device::CreateCommandAllocator</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateCommandList(SharpDX.Direct3D12.CommandListType,SharpDX.Direct3D12.CommandAllocator,SharpDX.Direct3D12.PipelineState)">
            <summary>
            <p>Creates a new graphics command list object.</p>	
            </summary>
            <param name="type">A <see cref="T:SharpDX.Direct3D12.CommandListType"/> value that specifies the type of command list to create.</param>
            <param name="commandAllocator">A <see cref="T:SharpDX.Direct3D12.CommandAllocator"/> object that the device creates command lists from.</param>	
            <param name="initialState">A <see cref="T:SharpDX.Direct3D12.PipelineState"/> object that contains the initial pipeline state for the command list.</param>
            <returns>A new instance of <see cref="T:SharpDX.Direct3D12.GraphicsCommandList"/>.</returns>	
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateCommandList(System.Int32,SharpDX.Direct3D12.CommandListType,SharpDX.Direct3D12.CommandAllocator,SharpDX.Direct3D12.PipelineState)">
            <summary>	
            <p>Creates a new graphics command list object.</p>	
            </summary>	
            <param name="nodeMask">
            For single GPU operation, set this to zero. 
            If there are multiple GPU nodes, set a bit to identify the node (the device's physical adapter) for which to create the command list.
            Each bit in the mask corresponds to a single node. Only 1 bit must be set.
            </param>	
            <param name="type">A <see cref="T:SharpDX.Direct3D12.CommandListType" /> value that specifies the type of command list to create.</param>	
            <param name="commandAllocator">A <see cref="T:SharpDX.Direct3D12.CommandAllocator" /> object that the device creates command lists from.</param>	
            <param name="initialState">A <see cref="T:SharpDX.Direct3D12.PipelineState" /> object that contains the initial pipeline state for the command list.</param>
            <returns>A new instance of <see cref="T:SharpDX.Direct3D12.GraphicsCommandList" />.</returns>	
            <msdn-id>dn788656</msdn-id>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D12Device::CreateCommandList']/*" />	
            <unmanaged>HRESULT ID3D12Device::CreateCommandList([In] unsigned int nodeMask,[In] D3D12_COMMAND_LIST_TYPE type,[In] ID3D12CommandAllocator* pCommandAllocator,[In, Optional] ID3D12PipelineState* pInitialState,[In] const GUID&amp; riid,[Out] void** ppCommandList)</unmanaged>	
            <unmanaged-short>ID3D12Device::CreateCommandList</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateCommandSignature(SharpDX.Direct3D12.CommandSignatureDescription,SharpDX.Direct3D12.RootSignature)">
            <summary>	
            <p> This method creates a command signature. </p>	
            </summary>	
            <param name="descRef"><dd>  <p> Describes the command signature to be created with the <strong><see cref="T:SharpDX.Direct3D12.CommandSignatureDescription" /></strong> structure. </p> </dd></param>	
            <param name="rootSignatureRef"><dd>  <p> Specifies the  <strong><see cref="T:SharpDX.Direct3D12.RootSignature" /></strong> that the command signature applies to. </p> </dd></param>	
            <param name="riid"><dd>  <p> The globally unique identifier (<strong><see cref="T:System.Guid" /></strong>) for the command signature interface (<strong><see cref="T:SharpDX.Direct3D12.CommandSignature" /></strong>). The <strong>REFIID</strong>, or <strong><see cref="T:System.Guid" /></strong>, of the interface to the command signature can be obtained by using the __uuidof() macro. For example, __uuidof(<strong><see cref="T:SharpDX.Direct3D12.CommandSignature" /></strong>) will get the <strong><see cref="T:System.Guid" /></strong> of the interface to a command signature. </p> </dd></param>	
            <returns><dd>  <p> Specifies a reference, that on successful completion of the method will point to the created command signature (<strong><see cref="T:SharpDX.Direct3D12.CommandSignature" /></strong>). </p> </dd></returns>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D12Device::CreateCommandSignature']/*" />	
            <msdn-id>dn903827</msdn-id>	
            <unmanaged>HRESULT ID3D12Device::CreateCommandSignature([In] const void* pDesc,[In, Optional] ID3D12RootSignature* pRootSignature,[In] const GUID&amp; riid,[Out] ID3D12CommandSignature** ppvCommandSignature)</unmanaged>	
            <unmanaged-short>ID3D12Device::CreateCommandSignature</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateCommittedResource(SharpDX.Direct3D12.HeapProperties,SharpDX.Direct3D12.HeapFlags,SharpDX.Direct3D12.ResourceDescription,SharpDX.Direct3D12.ResourceStates,System.Nullable{SharpDX.Direct3D12.ClearValue})">
            <summary>	
            <p> Creates both a resource and an implicit heap, such that the heap is big enough to contain the entire resource and the resource is mapped to the heap. </p>	
            </summary>	
            <param name="heapPropertiesRef"><dd>  <p> A reference to a <strong><see cref="T:SharpDX.Direct3D12.HeapProperties" /></strong> structure that provides properties for the resource's heap. </p> </dd></param>	
            <param name="heapFlags"><dd>  <p> Heap options, as a bitwise-OR'd combination of <strong><see cref="T:SharpDX.Direct3D12.HeapFlags" /></strong> enumeration constants. </p> </dd></param>	
            <param name="resourceDescRef"><dd>  <p> A reference to a <strong><see cref="T:SharpDX.Direct3D12.ResourceDescription" /></strong> structure that describes the resource. </p> </dd></param>	
            <param name="initialResourceState"><dd>  <p> The initial state of the resource, as a bitwise-OR'd combination of <strong><see cref="T:SharpDX.Direct3D12.ResourceStates" /></strong> enumeration constants. </p> <p> When a resource is created together with a <strong><see cref="T:SharpDX.Direct3D12.HeapType" /></strong>_UPLOAD heap, <em>InitialResourceState</em> must be <strong>D3D12_RESOURCE_STATE</strong>_GENERIC_READ. When a resource is created together with a <see cref="F:SharpDX.Direct3D12.HeapType.Readback" /> heap, <em>InitialResourceState</em> must be <see cref="F:SharpDX.Direct3D12.ResourceStates.CopyDestination" />. </p> </dd></param>	
            <param name="optimizedClearValueRef"><dd>  <p> Specifies a <strong><see cref="T:SharpDX.Direct3D12.ClearValue" /></strong> that describes the default value for a clear color. </p> <p><em>pOptimizedClearValue</em> specifies a value for which clear operations are most optimal. When the created resource is a texture with either the <strong>D3D12_RESOURCE_FLAG</strong>_ALLOW_RENDER_TARGET or <see cref="F:SharpDX.Direct3D12.ResourceFlags.AllowDepthStencil" /> flags, applications should choose the value that the clear operation will most commonly be called with. Clear operations can be called with other values, but those operations will not be as efficient as when the value matches the one passed into resource creation. <em>pOptimizedClearValue</em> must be <c>null</c> when used with <strong><see cref="T:SharpDX.Direct3D12.ResourceDimension" /></strong>_BUFFER. </p> </dd></param>	
            <param name="riidResource"><dd>  <p> The globally unique identifier (<strong><see cref="T:System.Guid" /></strong>) for the resource interface. This is an input parameter. The <strong>REFIID</strong>, or <strong><see cref="T:System.Guid" /></strong>, of the interface to the resource can be obtained by using the __uuidof() macro. For example, __uuidof(<strong><see cref="T:SharpDX.Direct3D12.Resource" /></strong>) will get the <strong><see cref="T:System.Guid" /></strong> of the interface to a resource. </p> <p> While riidResource is, most commonly, the <see cref="T:System.Guid" /> for <strong><see cref="T:SharpDX.Direct3D12.Resource" /></strong>, it may be any <see cref="T:System.Guid" /> for any interface. If the resource object doesn't support the interface for this <see cref="T:System.Guid" />, creation will fail with E_NOINTERFACE. </p> </dd></param>	
            <returns><dd>  <p> A reference to memory that receives the requested interface reference to the created resource object. <em>ppvResource</em> can be <c>null</c>, to enable capability testing. When <em>ppvResource</em> is <c>null</c>, no object will be created and S_FALSE will be returned when <em>pResourceDesc</em> is valid. </p> </dd></returns>	
            <remarks>	
            <p> This method creates both a resource and a heap, such that the heap is big enough to contain the entire resource and the resource is mapped to the heap. The created heap is known as an implicit heap, because the heap object cannot be obtained by the application. The application must ensure the GPU will no longer read or write to this resource before releasing the final reference on the resource. </p><p> The implicit heap is made resident for GPU access before the method returns to the application. See Residency. </p><p> The resource GPU VA mapping cannot be changed. See <strong><see cref="M:SharpDX.Direct3D12.CommandQueue.UpdateTileMappings(SharpDX.Direct3D12.Resource,System.Int32,SharpDX.Direct3D12.TiledResourceCoordinate[],SharpDX.Direct3D12.TileRegionSize[],SharpDX.Direct3D12.Heap,System.Int32,SharpDX.Direct3D12.TileRangeFlags[],System.Int32[],System.Int32[],SharpDX.Direct3D12.TileMappingFlags)" /></strong> and Volume Tiled Resources. </p><p> This method may be called by multiple threads concurrently. </p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D12Device::CreateCommittedResource']/*" />	
            <msdn-id>dn899178</msdn-id>	
            <unmanaged>HRESULT ID3D12Device::CreateCommittedResource([In] const D3D12_HEAP_PROPERTIES* pHeapProperties,[In] D3D12_HEAP_FLAGS HeapFlags,[In, Value] const D3D12_RESOURCE_DESC* pResourceDesc,[In] D3D12_RESOURCE_STATES InitialResourceState,[In, Optional] const D3D12_CLEAR_VALUE* pOptimizedClearValue,[In] const GUID&amp; riidResource,[Out] ID3D12Resource** ppvResource)</unmanaged>	
            <unmanaged-short>ID3D12Device::CreateCommittedResource</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateComputePipelineState(SharpDX.Direct3D12.ComputePipelineStateDescription)">
            <summary>	
            <p>Creates a compute pipeline state object.</p>	
            </summary>	
            <param name="descRef"><dd>  <p> A reference to a <strong><see cref="T:SharpDX.Direct3D12.ComputePipelineStateDescription" /></strong> structure that describes compute pipeline state. </p> </dd></param>	
            <param name="riid"><dd>  <p> The globally unique identifier (<strong><see cref="T:System.Guid" /></strong>) for the pipeline state interface (<strong><see cref="T:SharpDX.Direct3D12.PipelineState" /></strong>). The <strong>REFIID</strong>, or <strong><see cref="T:System.Guid" /></strong>, of the interface to the pipeline state can be obtained by using the __uuidof() macro. For example, __uuidof(<see cref="T:SharpDX.Direct3D12.PipelineState" />) will get the <strong><see cref="T:System.Guid" /></strong> of the interface to a pipeline state. </p> </dd></param>	
            <returns><dd>  <p> A reference to a memory block that receives a reference to the <strong><see cref="T:SharpDX.Direct3D12.PipelineState" /></strong> interface for the pipeline state object. The pipeline state object is an immutable state object.  It contains no methods. </p> </dd></returns>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D12Device::CreateComputePipelineState']/*" />	
            <msdn-id>dn788658</msdn-id>	
            <unmanaged>HRESULT ID3D12Device::CreateComputePipelineState([In] const void* pDesc,[In] const GUID&amp; riid,[Out] ID3D12PipelineState** ppPipelineState)</unmanaged>	
            <unmanaged-short>ID3D12Device::CreateComputePipelineState</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateRootSignature(SharpDX.DataPointer)">
            <summary>	
            Creates a root signature layout.	
            </summary>	
            <param name="nodeMask">No documentation.</param>	
            <param name="blobWithRootSignatureRef">No documentation.</param>	
            <param name="blobLengthInBytes">No documentation.</param>	
            <param name="riid">No documentation.</param>	
            <returns>No documentation.</returns>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D12Device::CreateRootSignature']/*" />	
            <msdn-id>dn788658</msdn-id>	
            <unmanaged>HRESULT ID3D12Device::CreateRootSignature([In] unsigned int nodeMask,[In, Buffer] const void* pBlobWithRootSignature,[In] SIZE_T blobLengthInBytes,[In] const GUID&amp; riid,[Out] ID3D12RootSignature** ppvRootSignature)</unmanaged>	
            <unmanaged-short>ID3D12Device::CreateRootSignature</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateRootSignature(System.Int32,SharpDX.DataPointer)">
            <summary>	
            Creates a root signature layout.	
            </summary>	
            <param name="nodeMask">No documentation.</param>	
            <param name="blobWithRootSignatureRef">No documentation.</param>	
            <param name="blobLengthInBytes">No documentation.</param>	
            <param name="riid">No documentation.</param>	
            <returns>No documentation.</returns>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D12Device::CreateRootSignature']/*" />	
            <msdn-id>dn788658</msdn-id>	
            <unmanaged>HRESULT ID3D12Device::CreateRootSignature([In] unsigned int nodeMask,[In, Buffer] const void* pBlobWithRootSignature,[In] SIZE_T blobLengthInBytes,[In] const GUID&amp; riid,[Out] ID3D12RootSignature** ppvRootSignature)</unmanaged>	
            <unmanaged-short>ID3D12Device::CreateRootSignature</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateRootSignature(System.Byte[])">
            <summary>	
            Creates a root signature layout.	
            </summary>	
            <param name="nodeMask">No documentation.</param>	
            <param name="blobWithRootSignatureRef">No documentation.</param>	
            <param name="blobLengthInBytes">No documentation.</param>	
            <param name="riid">No documentation.</param>	
            <returns>No documentation.</returns>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D12Device::CreateRootSignature']/*" />	
            <msdn-id>dn788658</msdn-id>	
            <unmanaged>HRESULT ID3D12Device::CreateRootSignature([In] unsigned int nodeMask,[In, Buffer] const void* pBlobWithRootSignature,[In] SIZE_T blobLengthInBytes,[In] const GUID&amp; riid,[Out] ID3D12RootSignature** ppvRootSignature)</unmanaged>	
            <unmanaged-short>ID3D12Device::CreateRootSignature</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateDescriptorHeap(SharpDX.Direct3D12.DescriptorHeapDescription)">
            <summary>	
            Creates a descriptor heap object.
            </summary>	
            <param name="descriptorHeapDesc">No documentation.</param>	
            <returns>No documentation.</returns>	
            <msdn-id>dn788662</msdn-id>
            <unmanaged>HRESULT ID3D12Device::CreateDescriptorHeap([In] const D3D12_DESCRIPTOR_HEAP_DESC* pDescriptorHeapDesc,[In] const GUID&amp; riid,[Out] ID3D12DescriptorHeap** ppvHeap)</unmanaged>	
            <unmanaged-short>ID3D12Device::CreateDescriptorHeap</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateFence(System.Int64,SharpDX.Direct3D12.FenceFlags)">
            <summary>	
            Creates a fence object. 	
            </summary>	
            <param name="initialValue">No documentation.</param>	
            <param name="flags">No documentation.</param>	
            <param name="riid">No documentation.</param>	
            <returns>No documentation.</returns>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D12Device::CreateFence']/*" />	
            <msdn-id>dn899179</msdn-id>
            <unmanaged>HRESULT ID3D12Device::CreateFence([In] unsigned longlong InitialValue,[In] D3D12_FENCE_FLAGS Flags,[In] const GUID&amp; riid,[Out] ID3D12Fence** ppFence)</unmanaged>	
            <unmanaged-short>ID3D12Device::CreateFence</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateGraphicsPipelineState(SharpDX.Direct3D12.GraphicsPipelineStateDescription)">
            <summary>	
            Creates a graphics pipeline state object.
            </summary>	
            <param name="descRef">No documentation.</param>	
            <param name="riid">No documentation.</param>	
            <returns>No documentation.</returns>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D12Device::CreateGraphicsPipelineState']/*" />	
            <msdn-id>dn788663</msdn-id>
            <unmanaged>HRESULT ID3D12Device::CreateGraphicsPipelineState([In] const void* pDesc,[In] const GUID&amp; riid,[Out] ID3D12PipelineState** ppPipelineState)</unmanaged>	
            <unmanaged-short>ID3D12Device::CreateGraphicsPipelineState</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateHeap(SharpDX.Direct3D12.HeapDescription)">
            <summary>	
            <p> Creates a heap that can be used with placed resources and reserved resources. </p>	
            </summary>	
            <param name="descRef"><dd>  <p> A reference to a <strong><see cref="T:SharpDX.Direct3D12.HeapDescription" /></strong> structure that describes the heap. </p> </dd></param>	
            <param name="riid"><dd>  <p> The globally unique identifier (<strong><see cref="T:System.Guid" /></strong>) for the heap interface. This is an input parameter. The <strong>REFIID</strong>, or <strong><see cref="T:System.Guid" /></strong>, of the interface to the heap can be obtained by using the __uuidof() macro. For example, __uuidof(<strong><see cref="T:SharpDX.Direct3D12.Heap" /></strong>) will get the <strong><see cref="T:System.Guid" /></strong> of the interface to a heap. <em>riid</em> is, most commonly, the <see cref="T:System.Guid" /> for <strong><see cref="T:SharpDX.Direct3D12.Heap" /></strong>, but it may be any <see cref="T:System.Guid" /> for any interface. If the resource object does not support the interface for the specified <see cref="T:System.Guid" />, creation will fail with E_NOINTERFACE. </p> </dd></param>	
            <returns><dd>  <p> A reference to a memory block that receives a reference to the heap. <em>ppvHeap</em> can be <c>null</c>, to enable capability testing. When <em>ppvHeap</em> is <c>null</c>, no object will be created and S_FALSE will be returned when <em>pDesc</em> is valid. </p> </dd></returns>	
            <remarks>	
            <p><strong>CreateHeap</strong> creates a heap that can be used with placed resources and reserved resources. Before releasing the final reference on the heap, the application must ensure that the GPU will no longer read or write to this heap. Placed resource objects will hold a reference on the heap they are created on, but reserved resources will not hold a reference for each mapping made to a heap. </p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D12Device::CreateHeap']/*" />	
            <msdn-id>dn788664</msdn-id>	
            <unmanaged>HRESULT ID3D12Device::CreateHeap([In] const D3D12_HEAP_DESC* pDesc,[In] const GUID&amp; riid,[Out] ID3D12Heap** ppvHeap)</unmanaged>	
            <unmanaged-short>ID3D12Device::CreateHeap</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateQueryHeap(SharpDX.Direct3D12.QueryHeapDescription)">
            <summary>	
            <p> Creates a query heap. A query heap contains an array of queries. </p>	
            </summary>	
            <param name="descRef"><dd>  <p> Specifies the query heap in a <strong><see cref="T:SharpDX.Direct3D12.QueryHeapDescription" /></strong> structure. </p> </dd></param>	
            <param name="riid"><dd>  <p> Specifies a REFIID that uniquely identifies the heap. </p> </dd></param>	
            <returns><dd>  <p> Specifies a reference to the heap, that will be returned on successful completion of the method. <em>ppvHeap</em> can be <c>null</c>, to enable capability testing. When <em>ppvHeap</em> is <c>null</c>, no object will be created and S_FALSE will be returned when <em>pDesc</em> is valid. </p> </dd></returns>	
            <remarks>	
            <p> Refer to Queries for more information. </p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D12Device::CreateQueryHeap']/*" />	
            <msdn-id>dn903828</msdn-id>	
            <unmanaged>HRESULT ID3D12Device::CreateQueryHeap([In] const D3D12_QUERY_HEAP_DESC* pDesc,[In] const GUID&amp; riid,[Out] ID3D12QueryHeap** ppvHeap)</unmanaged>	
            <unmanaged-short>ID3D12Device::CreateQueryHeap</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreatePlacedResource(SharpDX.Direct3D12.Heap,System.Int64,SharpDX.Direct3D12.ResourceDescription,SharpDX.Direct3D12.ResourceStates,System.Nullable{SharpDX.Direct3D12.ClearValue})">
            <summary>	
            <p> Creates a resource that is placed in a specific heap. Placed resources are the lightest weight resource objects available, and are the fastest to create and destroy. </p>	
            </summary>	
            <param name="heapRef"><dd>  <p> A reference to the <strong><see cref="T:SharpDX.Direct3D12.Heap" /></strong> interface that represents the heap in which the resource is placed. </p> </dd></param>	
            <param name="heapOffset"><dd>  <p> The offset, in bytes, to the resource. The <em>HeapOffset</em> must be a multiple of the resource's alignment, and <em>HeapOffset</em> plus the resource size must be smaller than or equal to the heap size. <strong>GetResourceAllocationInfo</strong> must be used to understand the sizes of texture resources. </p> </dd></param>	
            <param name="descRef"><dd>  <p> A reference to a <strong><see cref="T:SharpDX.Direct3D12.ResourceDescription" /></strong> structure that describes the resource. </p> </dd></param>	
            <param name="initialState"><dd>  <p> The initial state of the resource, as a bitwise-OR'd combination of <strong><see cref="T:SharpDX.Direct3D12.ResourceStates" /></strong> enumeration constants. </p> <p> When a resource is created together with a <see cref="F:SharpDX.Direct3D12.HeapType.Upload" /> heap, <em>InitialState</em> must be <see cref="F:SharpDX.Direct3D12.ResourceStates.GenericRead" />. When a resource is created together with a <see cref="F:SharpDX.Direct3D12.HeapType.Readback" /> heap, <em>InitialState</em> must be <see cref="F:SharpDX.Direct3D12.ResourceStates.CopyDestination" />. </p> </dd></param>	
            <param name="optimizedClearValueRef"><dd>  <p> Specifies a <strong><see cref="T:SharpDX.Direct3D12.ClearValue" /></strong> that describes the default value for a clear color. </p> <p><em>pOptimizedClearValue</em> specifies a value for which clear operations are most optimal. When the created resource is a texture with either the <see cref="F:SharpDX.Direct3D12.ResourceFlags.AllowRenderTarget" /> or <see cref="F:SharpDX.Direct3D12.ResourceFlags.AllowDepthStencil" /> flags, applications should choose the value that the clear operation will most commonly be called with. Clear operations can be called with other values, but those operations will not be as efficient as when the value matches the one passed into resource creation. <em>pOptimizedClearValue</em> must be <c>null</c> when used with <see cref="F:SharpDX.Direct3D12.ResourceDimension.Buffer" />. </p> </dd></param>	
            <param name="riid"><dd>  <p> The globally unique identifier (<strong><see cref="T:System.Guid" /></strong>) for the resource interface. This is an input parameter. </p> <p> The <strong>REFIID</strong>, or <strong><see cref="T:System.Guid" /></strong>, of the interface to the resource can be obtained by using the __uuidof() macro. For example, __uuidof(<strong><see cref="T:SharpDX.Direct3D12.Resource" /></strong>) will get the <strong><see cref="T:System.Guid" /></strong> of the interface to a resource. Although <strong>riid</strong> is, most commonly, the <see cref="T:System.Guid" /> for <strong><see cref="T:SharpDX.Direct3D12.Resource" /></strong>, it may be any <see cref="T:System.Guid" /> for any interface.  If the resource object doesn't support the interface for this <see cref="T:System.Guid" />, creation will fail with E_NOINTERFACE. </p> </dd></param>	
            <returns><dd>  <p> A reference to a memory block that receives a reference to the resource. <em>ppvResource</em> can be <c>null</c>, to enable capability testing.  When <em>ppvResource</em> is <c>null</c>, no object will be created and S_FALSE will be returned when <em>pResourceDesc</em> and other parameters are valid. </p> </dd></returns>	
            <remarks>	
            <p><strong>CreatePlacedResource</strong> is similar to fully mapping a reserved resource to an offset within a heap; but the virtual address space associated with a heap may be reused as well. </p><p> Placed resources are lighter weight than committed resources to create and destroy, because no heap is created or destroyed during this operation.  However, placed resources enable an even lighter weight technique to reuse memory than resource creation and destruction: reuse through aliasing and aliasing barriers. Multiple placed resources may simultaneously overlap each other on the same heap, but only a single overlapping resource can be used at a time. </p><p> There are two placed resource usage semantics, a simple model and an advanced model. The simple model is recommended, and is the most likely model for tool support, until the advanced model is proven to be required by the app. </p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D12Device::CreatePlacedResource']/*" />	
            <msdn-id>dn899180</msdn-id>	
            <unmanaged>HRESULT ID3D12Device::CreatePlacedResource([In] ID3D12Heap* pHeap,[In] unsigned longlong HeapOffset,[In] const D3D12_RESOURCE_DESC* pDesc,[In] D3D12_RESOURCE_STATES InitialState,[In, Optional] const D3D12_CLEAR_VALUE* pOptimizedClearValue,[In] const GUID&amp; riid,[Out] ID3D12Resource** ppvResource)</unmanaged>	
            <unmanaged-short>ID3D12Device::CreatePlacedResource</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateReservedResource(SharpDX.Direct3D12.ResourceDescription,SharpDX.Direct3D12.ResourceStates,System.Nullable{SharpDX.Direct3D12.ClearValue})">
            <summary>	
            Creates a resource that is reserved, which is not yet mapped to any pages in a heap. 	
            </summary>	
            <param name="descRef">No documentation.</param>	
            <param name="initialState">No documentation.</param>	
            <param name="optimizedClearValueRef">No documentation.</param>	
            <param name="riid">No documentation.</param>	
            <returns>No documentation.</returns>	
            <msdn-id>dn899181</msdn-id>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D12Device::CreateReservedResource']/*" />	
            <unmanaged>HRESULT ID3D12Device::CreateReservedResource([In] const D3D12_RESOURCE_DESC* pDesc,[In] D3D12_RESOURCE_STATES InitialState,[In, Optional] const D3D12_CLEAR_VALUE* pOptimizedClearValue,[In] const GUID&amp; riid,[Out] ID3D12Resource** ppvResource)</unmanaged>	
            <unmanaged-short>ID3D12Device::CreateReservedResource</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.Device.GetResourceAllocationInfo(System.Int32,SharpDX.Direct3D12.ResourceDescription)">
            <summary>	
            <p> Gets the size and alignment of memory required for a collection of resources on this adapter. </p>	
            </summary>	
            <param name="visibleMask"><dd>  <p> For single GPU operation, set this to zero.  If there are multiple GPU nodes, set bits to identify the nodes (the  device's physical adapters). Each bit in the mask corresponds to a single node. Refer to Multi-Adapter.</p> </dd></param>	
            <param name="numResourceDescs"><dd>  <p> The number of resource descriptors in the <em>pResourceDescs</em> array. </p> </dd></param>	
            <param name="resourceDescsRef"><dd>  <p> An array of <strong><see cref="T:SharpDX.Direct3D12.ResourceDescription" /></strong> structures that described the resources to get info about. </p> </dd></param>	
            <returns><p> Returns a <strong><see cref="T:SharpDX.Direct3D12.ResourceAllocationInformation" /></strong> structure that provides info about video memory allocated for the specified array of resources. </p></returns>	
            <remarks>	
            <p> When using <strong>CreatePlacedResource</strong>, the application must use this method to understand the size and alignment characteristics of texture resources.  The results of this method vary depending on the particular adapter, and must be treated as unique to this adapter and driver version. </p><p> Applications cannot use the output of <strong>GetResourceAllocationInfo</strong> to understand packed mip properties of textures. To understand packed mip properties of textures, applications must use <strong>GetResourceTiling</strong>.  Texture resource sizes significantly differ from the information returned by <strong>GetResourceTiling</strong>, because some adapter architectures allocate extra memory for textures to reduce the effective bandwidth during common rendering scenarios.  This even includes textures that have constraints on their texture layouts or have standardized texture layouts.  That extra memory cannot be sparsely mapped or remapped by an application using <strong>CreateReservedResource</strong> and  <strong>UpdateTileMappings</strong>, so it isn't reported in <strong>GetResourceTiling</strong>. </p><p> Applications can forgo using <strong>GetResourceAllocationInfo</strong> for buffer resources (<strong><see cref="T:SharpDX.Direct3D12.ResourceDimension" /></strong>_BUFFER).  Buffers have the same size on all adapters, which is merely the smallest multiple of 64KB which is greater or equal to <strong><see cref="T:SharpDX.Direct3D12.ResourceDescription" /></strong>::<strong>Width</strong>. </p><p> When multiple resource descriptions are passed in, the C++ algorithm for calculating a structure size and alignment are used.  For example, a three-element array with two tiny 64KB-aligned resources and a tiny 4MB-aligned resource reports differing sizes based on the order of the array.  If the 4MB aligned resource is in the middle, the resulting <strong>Size</strong> is 12MB.  Otherwise, the resulting <strong>Size</strong> is 8MB.  The <strong>Alignment</strong> returned would always be 4MB, as it is the superset of all alignments in the resource array. </p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D12Device::GetResourceAllocationInfo']/*" />	
            <msdn-id>dn788680</msdn-id>	
            <unmanaged>D3D12_RESOURCE_ALLOCATION_INFO ID3D12Device::GetResourceAllocationInfo([In] unsigned int visibleMask,[In] unsigned int numResourceDescs,[In, Buffer] const D3D12_RESOURCE_DESC* pResourceDescs)</unmanaged>	
            <unmanaged-short>ID3D12Device::GetResourceAllocationInfo</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D12.Device.D3D12Options">
            <summary>	
            <p> Gets information about the features that are supported by the current graphics driver.</p>	
            </summary>	
            <param name="feature"><dd>  <p> A <strong><see cref="T:SharpDX.Direct3D12.Feature" /></strong>-typed value that describes the feature to query for support. </p> </dd></param>	
            <param name="featureSupportDataRef"><dd>  <p> The passed structure is filled with data that describes the feature support. To see the structure types, see the Remarks section in <strong><see cref="T:SharpDX.Direct3D12.Feature" /> enumeration</strong>. </p> </dd></param>	
            <param name="featureSupportDataSize"><dd>  <p> The size of the structure passed to the <em>pFeatureSupportData</em> parameter. </p> </dd></param>	
            <returns><p> Returns <strong><see cref="F:SharpDX.Result.Ok" /></strong> if successful; otherwise, returns <strong>E_INVALIDARG</strong> if an unsupported data type is passed to the <em>pFeatureSupportData</em> parameter or a size mismatch is detected for the <em>FeatureSupportDataSize</em> parameter. </p></returns>	
            <remarks>	
            <p>Refer to Capability Querying.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D12Device::CheckFeatureSupport']/*" />	
            <msdn-id>dn788653</msdn-id>	
            <unmanaged>HRESULT ID3D12Device::CheckFeatureSupport([In] D3D12_FEATURE Feature,[Out, Buffer] void* pFeatureSupportData,[In] unsigned int FeatureSupportDataSize)</unmanaged>	
            <unmanaged-short>ID3D12Device::CheckFeatureSupport</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D12.Device.Architecture">
            <summary>	
            <p> Gets information about the features that are supported by the current graphics driver.</p>	
            </summary>	
            <param name="feature"><dd>  <p> A <strong><see cref="T:SharpDX.Direct3D12.Feature" /></strong>-typed value that describes the feature to query for support. </p> </dd></param>	
            <param name="featureSupportDataRef"><dd>  <p> The passed structure is filled with data that describes the feature support. To see the structure types, see the Remarks section in <strong><see cref="T:SharpDX.Direct3D12.Feature" /> enumeration</strong>. </p> </dd></param>	
            <param name="featureSupportDataSize"><dd>  <p> The size of the structure passed to the <em>pFeatureSupportData</em> parameter. </p> </dd></param>	
            <returns><p> Returns <strong><see cref="F:SharpDX.Result.Ok" /></strong> if successful; otherwise, returns <strong>E_INVALIDARG</strong> if an unsupported data type is passed to the <em>pFeatureSupportData</em> parameter or a size mismatch is detected for the <em>FeatureSupportDataSize</em> parameter. </p></returns>	
            <remarks>	
            <p>Refer to Capability Querying.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D12Device::CheckFeatureSupport']/*" />	
            <msdn-id>dn788653</msdn-id>	
            <unmanaged>HRESULT ID3D12Device::CheckFeatureSupport([In] D3D12_FEATURE Feature,[Out, Buffer] void* pFeatureSupportData,[In] unsigned int FeatureSupportDataSize)</unmanaged>	
            <unmanaged-short>ID3D12Device::CheckFeatureSupport</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D12.Device.NodeCount">
            <summary>
            <p> Reports the number of physical adapters (nodes) that are associated with this device. </p>
            </summary>
            <doc-id>dn914412</doc-id>
            <unmanaged>GetNodeCount</unmanaged>
            <unmanaged-short>GetNodeCount</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.Device.DeviceRemovedReason">
            <summary>
            <p>Gets the reason that the device was removed.</p>
            </summary>
            <doc-id>dn899187</doc-id>
            <unmanaged>GetDeviceRemovedReason</unmanaged>
            <unmanaged-short>GetDeviceRemovedReason</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.Device.StablePowerState">
            <summary>
            <p>A development-time aid for certain types of profiling and experimental prototyping.</p>
            </summary>
            <remarks>
            <p>This method is only useful during the development of applications. It enables developers to profile GPU usage of multiple algorithms without experiencing artifacts from dynamic frequency scaling.</p><p>Do not call this method in normal execution for a shipped application. This method only works while the machine is in developer mode. If developer mode is not enabled, then device removal will occur. Instead, call this method in response to an off-by-default, developer-facing switch. Calling it in response to command line parameters, config files, registry keys, and developer console commands are reasonable usage scenarios. </p><p>A stable power state typically fixes GPU clock rates at a slower setting that is significantly lower than that experienced by users under normal application load. This reduction in clock rate affects the entire system. Slow clock rates are required to ensure processors don?t exhaust power, current, and thermal limits. Normal usage scenarios commonly leverage a processors ability to dynamically over-clock. Any conclusions made by comparing two designs under a stable power state should be double-checked with supporting results from real usage scenarios.</p>
            </remarks>
            <doc-id>dn903835</doc-id>
            <unmanaged>SetStablePowerState</unmanaged>
            <unmanaged-short>SetStablePowerState</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.Device.AdapterLuid">
            <summary>
            <p> Gets a locally unique identifier for the current device (adapter). </p>
            </summary>
            <remarks>
            <p> This method returns a unique identifier for the adapter that is specific to the adapter hardware. Applications can use this identifier to define robust mappings across various APIs (Direct3D 12, DXGI). </p><p> A locally unique identifier (<see cref = "T:System.Int64"/>) is a 64-bit value that is guaranteed to be unique only on the system on which it was generated. The uniqueness of a locally unique identifier (<see cref = "T:System.Int64"/>) is guaranteed only until the system is restarted. </p>
            </remarks>
            <doc-id>dn914411</doc-id>
            <unmanaged>GetAdapterLuid</unmanaged>
            <unmanaged-short>GetAdapterLuid</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.GetNodeCount">
            <summary>
            <p> Reports the number of physical adapters (nodes) that are associated with this device. </p>
            </summary>
            <returns><p> The number of physical adapters (nodes) that this device has. </p></returns>
            <doc-id>dn914412</doc-id>
            <unmanaged>unsigned int ID3D12Device::GetNodeCount()</unmanaged>
            <unmanaged-short>ID3D12Device::GetNodeCount</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateCommandQueue(SharpDX.Direct3D12.CommandQueueDescription,System.Guid)">
            <summary>
            <p>Creates a command queue.</p>
            </summary>
            <param name = "descRef"><dd>  <p> Specifies a <see cref = "T:SharpDX.Direct3D12.CommandQueueDescription"/> that describes the command queue. </p> </dd></param>
            <param name = "riid"><dd>  <p> The globally unique identifier (<see cref = "T:System.Guid"/>) for the command queue interface. See remarks.  An input parameter. </p> </dd></param>
            <returns><dd>  <p> A reference to a memory block that receives a reference to the <strong><see cref = "T:SharpDX.Direct3D12.CommandQueue"/></strong> interface for the command queue. </p> </dd></returns>
            <remarks>
            <p> The <strong>REFIID</strong>, or <strong><see cref = "T:System.Guid"/></strong>, of the interface to the command queue can be obtained by using the __uuidof() macro. For example, __uuidof(<see cref = "T:SharpDX.Direct3D12.CommandQueue"/>) will get the <strong><see cref = "T:System.Guid"/></strong> of the interface to a command queue. </p>
            </remarks>
            <doc-id>dn788657</doc-id>
            <unmanaged>HRESULT ID3D12Device::CreateCommandQueue([In] const D3D12_COMMAND_QUEUE_DESC* pDesc,[In] const GUID&amp; riid,[Out] void** ppCommandQueue)</unmanaged>
            <unmanaged-short>ID3D12Device::CreateCommandQueue</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateCommandAllocator(SharpDX.Direct3D12.CommandListType,System.Guid)">
            <summary>
            <p>Creates a command allocator object.</p>
            </summary>
            <param name = "type"><dd>  <p> A <strong><see cref = "T:SharpDX.Direct3D12.CommandListType"/></strong>-typed value that specifies the type of command allocator to create. The type of command allocator can be the type that records either direct command lists or bundles. </p> </dd></param>
            <param name = "riid"><dd>  <p> The globally unique identifier (<strong><see cref = "T:System.Guid"/></strong>) for the command allocator interface (<strong><see cref = "T:SharpDX.Direct3D12.CommandAllocator"/></strong>). The <strong>REFIID</strong>, or <strong><see cref = "T:System.Guid"/></strong>, of the interface to the command allocator can be obtained by using the __uuidof() macro. For example, __uuidof(<see cref = "T:SharpDX.Direct3D12.CommandAllocator"/>) will get the <strong><see cref = "T:System.Guid"/></strong> of the interface to a command allocator. </p> </dd></param>
            <returns><dd>  <p> A reference to a memory block that receives a reference to the <strong><see cref = "T:SharpDX.Direct3D12.CommandAllocator"/></strong> interface for the command allocator. </p> </dd></returns>
            <remarks>
            <p> The device creates command lists from the command allocator. </p>
            </remarks>
            <doc-id>dn788655</doc-id>
            <unmanaged>HRESULT ID3D12Device::CreateCommandAllocator([In] D3D12_COMMAND_LIST_TYPE type,[In] const GUID&amp; riid,[Out] void** ppCommandAllocator)</unmanaged>
            <unmanaged-short>ID3D12Device::CreateCommandAllocator</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateGraphicsPipelineState(System.IntPtr,System.Guid)">
            <summary>
            No documentation.
            </summary>
            <param name = "descRef">No documentation.</param>
            <param name = "riid">No documentation.</param>
            <returns>No documentation.</returns>
            <unmanaged>HRESULT ID3D12Device::CreateGraphicsPipelineState([In] const D3D12_GRAPHICS_PIPELINE_STATE_DESC* pDesc,[In] const GUID&amp; riid,[Out] void** ppPipelineState)</unmanaged>
            <unmanaged-short>ID3D12Device::CreateGraphicsPipelineState</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateComputePipelineState(System.IntPtr,System.Guid)">
            <summary>
            <p>Creates a compute pipeline state object.</p>
            </summary>
            <param name = "descRef"><dd>  <p> A reference to a <strong><see cref = "T:SharpDX.Direct3D12.ComputePipelineStateDescription"/></strong> structure that describes compute pipeline state. </p> </dd></param>
            <param name = "riid"><dd>  <p> The globally unique identifier (<strong><see cref = "T:System.Guid"/></strong>) for the pipeline state interface (<strong><see cref = "T:SharpDX.Direct3D12.PipelineState"/></strong>). The <strong>REFIID</strong>, or <strong><see cref = "T:System.Guid"/></strong>, of the interface to the pipeline state can be obtained by using the __uuidof() macro. For example, __uuidof(<see cref = "T:SharpDX.Direct3D12.PipelineState"/>) will get the <strong><see cref = "T:System.Guid"/></strong> of the interface to a pipeline state. </p> </dd></param>
            <returns><dd>  <p> A reference to a memory block that receives a reference to the <strong><see cref = "T:SharpDX.Direct3D12.PipelineState"/></strong> interface for the pipeline state object. The pipeline state object is an immutable state object.  It contains no methods. </p> </dd></returns>
            <doc-id>dn788658</doc-id>
            <unmanaged>HRESULT ID3D12Device::CreateComputePipelineState([In] const D3D12_COMPUTE_PIPELINE_STATE_DESC* pDesc,[In] const GUID&amp; riid,[Out] void** ppPipelineState)</unmanaged>
            <unmanaged-short>ID3D12Device::CreateComputePipelineState</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateCommandList(System.Int32,SharpDX.Direct3D12.CommandListType,SharpDX.Direct3D12.CommandAllocator,SharpDX.Direct3D12.PipelineState,System.Guid)">
            <summary>
            No documentation.
            </summary>
            <param name = "nodeMask">No documentation.</param>
            <param name = "type">No documentation.</param>
            <param name = "commandAllocatorRef">No documentation.</param>
            <param name = "initialStateRef">No documentation.</param>
            <param name = "riid">No documentation.</param>
            <returns>No documentation.</returns>
            <unmanaged>HRESULT ID3D12Device::CreateCommandList([In] unsigned int nodeMask,[In] D3D12_COMMAND_LIST_TYPE type,[In] ID3D12CommandAllocator* pCommandAllocator,[In, Optional] ID3D12PipelineState* pInitialState,[In] const GUID&amp; riid,[Out] void** ppCommandList)</unmanaged>
            <unmanaged-short>ID3D12Device::CreateCommandList</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CheckFeatureSupport(SharpDX.Direct3D12.Feature,System.IntPtr,System.Int32)">
            <summary>
            <p> Gets information about the features that are supported by the current graphics driver.</p>
            </summary>
            <param name = "feature"><dd>  <p> A <strong><see cref = "T:SharpDX.Direct3D12.Feature"/></strong>-typed value that describes the feature to query for support. </p> </dd></param>
            <param name = "featureSupportDataRef"><dd>  <p> The passed structure is filled with data that describes the feature support. To see the structure types, see the Remarks section in <strong><see cref = "T:SharpDX.Direct3D12.Feature"/> enumeration</strong>. </p> </dd></param>
            <param name = "featureSupportDataSize"><dd>  <p> The size of the structure passed to the <em>pFeatureSupportData</em> parameter. </p> </dd></param>
            <returns><p> Returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong> if successful; otherwise, returns <strong>E_INVALIDARG</strong> if an unsupported data type is passed to the <em>pFeatureSupportData</em> parameter or a size mismatch is detected for the <em>FeatureSupportDataSize</em> parameter. </p></returns>
            <remarks>
            <p>Refer to Capability Querying.</p>
            </remarks>
            <doc-id>dn788653</doc-id>
            <unmanaged>HRESULT ID3D12Device::CheckFeatureSupport([In] D3D12_FEATURE Feature,[Out, Buffer] void* pFeatureSupportData,[In] unsigned int FeatureSupportDataSize)</unmanaged>
            <unmanaged-short>ID3D12Device::CheckFeatureSupport</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateDescriptorHeap(SharpDX.Direct3D12.DescriptorHeapDescription,System.Guid)">
            <summary>
            No documentation.
            </summary>
            <param name = "descriptorHeapDescRef">No documentation.</param>
            <param name = "riid">No documentation.</param>
            <returns>No documentation.</returns>
            <unmanaged>HRESULT ID3D12Device::CreateDescriptorHeap([In] const D3D12_DESCRIPTOR_HEAP_DESC* pDescriptorHeapDesc,[In] const GUID&amp; riid,[Out] void** ppvHeap)</unmanaged>
            <unmanaged-short>ID3D12Device::CreateDescriptorHeap</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.GetDescriptorHandleIncrementSize(SharpDX.Direct3D12.DescriptorHeapType)">
            <summary>
            <p> Gets the size of the handle increment for the given type of descriptor heap. This value is typically used to increment a handle into a descriptor array by the correct amount.</p>
            </summary>
            <param name = "descriptorHeapType"><dd> <p> The <strong><see cref = "T:SharpDX.Direct3D12.DescriptorHeapType"/></strong>-typed value that specifies the type of descriptor heap to get the size of the handle increment for. </p> </dd></param>
            <returns><p> Returns the size of the handle increment for the given type of descriptor heap, including any necessary padding.</p></returns>
            <remarks>
            <p>The descriptor size returned by this method is used as one input to the helper structures <strong>CD3DX12_CPU_DESCRIPTOR_HANDLE</strong> and <strong>CD3DX12_GPU_DESCRIPTOR_HANDLE</strong>.</p>
            </remarks>
            <doc-id>dn899186</doc-id>
            <unmanaged>unsigned int ID3D12Device::GetDescriptorHandleIncrementSize([In] D3D12_DESCRIPTOR_HEAP_TYPE DescriptorHeapType)</unmanaged>
            <unmanaged-short>ID3D12Device::GetDescriptorHandleIncrementSize</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateRootSignature(System.Int32,System.IntPtr,SharpDX.PointerSize,System.Guid)">
            <summary>
            No documentation.
            </summary>
            <param name = "nodeMask">No documentation.</param>
            <param name = "blobWithRootSignatureRef">No documentation.</param>
            <param name = "blobLengthInBytes">No documentation.</param>
            <param name = "riid">No documentation.</param>
            <returns>No documentation.</returns>
            <unmanaged>HRESULT ID3D12Device::CreateRootSignature([In] unsigned int nodeMask,[In, Buffer] const void* pBlobWithRootSignature,[In] SIZE_T blobLengthInBytes,[In] const GUID&amp; riid,[Out] void** ppvRootSignature)</unmanaged>
            <unmanaged-short>ID3D12Device::CreateRootSignature</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateConstantBufferView(System.Nullable{SharpDX.Direct3D12.ConstantBufferViewDescription},SharpDX.Direct3D12.CpuDescriptorHandle)">
            <summary>
            No documentation.
            </summary>
            <param name = "descRef">No documentation.</param>
            <param name = "destDescriptor">No documentation.</param>
            <unmanaged>void ID3D12Device::CreateConstantBufferView([In, Optional] const D3D12_CONSTANT_BUFFER_VIEW_DESC* pDesc,[In] D3D12_CPU_DESCRIPTOR_HANDLE DestDescriptor)</unmanaged>
            <unmanaged-short>ID3D12Device::CreateConstantBufferView</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateShaderResourceView(SharpDX.Direct3D12.Resource,System.Nullable{SharpDX.Direct3D12.ShaderResourceViewDescription},SharpDX.Direct3D12.CpuDescriptorHandle)">
            <summary>
            <p>Creates a shader-resource view for accessing data in a resource.</p>
            </summary>
            <param name = "resourceRef"><dd>  <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D12.Resource"/></strong> object that represents the shader resource.</p> <p>At least one of <em>pResource</em> or <em>pDesc</em> must be provided.A null <em>pResource</em> is used to initialize a null descriptor, which guarantees D3D11-like null binding behavior (reading 0s, writes are discarded), but must have a valid <em>pDesc</em> in order to determine the descriptor type.</p> </dd></param>
            <param name = "descRef"><dd>  <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D12.ShaderResourceViewDescription"/></strong> structure that describes the shader-resource view. </p> <p>A null <em>pDesc</em> is used to initialize a default descriptor, if possible. This behavior is identical to the D3D11 null descriptor behavior, where defaults are filled in. This behavior inherits the resource format and dimension (if not typeless) and for buffers SRVs target a full buffer and are typed (not raw or structured), and for textures SRVs target a full texture, all mips and all array slices. Not all resources support null descriptor initialization.</p> </dd></param>
            <param name = "destDescriptor"><dd>  <p>Describes the CPU descriptor handle that represents the shader-resource view. This handle can be created in a shader-visible or non-shader-visible descriptor heap.</p> </dd></param>
            <doc-id>dn788672</doc-id>
            <unmanaged>void ID3D12Device::CreateShaderResourceView([In, Optional] ID3D12Resource* pResource,[In, Optional] const D3D12_SHADER_RESOURCE_VIEW_DESC* pDesc,[In] D3D12_CPU_DESCRIPTOR_HANDLE DestDescriptor)</unmanaged>
            <unmanaged-short>ID3D12Device::CreateShaderResourceView</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateUnorderedAccessView(SharpDX.Direct3D12.Resource,SharpDX.Direct3D12.Resource,System.Nullable{SharpDX.Direct3D12.UnorderedAccessViewDescription},SharpDX.Direct3D12.CpuDescriptorHandle)">
            <summary>
            <p> Creates a view for unordered accessing. </p>
            </summary>
            <param name = "resourceRef"><dd>  <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D12.Resource"/></strong> object that represents the unordered access. </p> <p>At least one of <em>pResource</em> or <em>pDesc</em> must be provided.A null <em>pResource</em> is used to initialize a null descriptor, which guarantees D3D11-like null binding behavior (reading 0s, writes are discarded), but must have a valid <em>pDesc</em> in order to determine the descriptor type.</p> </dd></param>
            <param name = "counterResourceRef"><dd>  <p> The <strong><see cref = "T:SharpDX.Direct3D12.Resource"/></strong> for the counter (if any) associated with the UAV. </p> <p> If <em>pCounterResource</em> is not specified, the <strong>CounterOffsetInBytes</strong> member of the <strong><see cref = "!:SharpDX.Direct3D12.BufferResource"/></strong> structure must be 0. </p> <p> If <em>pCounterResource</em> is specified, then there is a counter associated with the UAV, and the runtime performs validation of the following requirements: </p> <ul> <li> The <strong>StructureByteStride</strong> member of the <strong><see cref = "!:SharpDX.Direct3D12.BufferResource"/></strong> structure must be greater than 0. </li> <li> The format must be DXGI_FORMAT_UNKNOWN. </li> <li> The D3D12_BUFFER_UAV_FLAG_RAW flag (a <strong><see cref = "T:SharpDX.Direct3D12.BufferUnorderedAccessViewFlags"/></strong> enumeration constant) must not be set. </li> <li> Both of the resources (<em>pResource</em> and <em>pCounterResource</em>) must be buffers. </li> <li> The <strong>CounterOffsetInBytes</strong> member of the <strong><see cref = "!:SharpDX.Direct3D12.BufferResource"/></strong> structure must be a multiple of 4 bytes, and must be within the range of the counter resource. </li> <li><em>pResource</em> cannot be <c>null</c> </li> <li><em>pDesc</em> cannot be <c>null</c>. </li> </ul> </dd></param>
            <param name = "descRef"><dd>  <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D12.UnorderedAccessViewDescription"/></strong> structure that describes the unordered-access view. </p> <p>A null <em>pDesc</em> is used to initialize a default descriptor, if possible. This behavior is identical to the D3D11 null descriptor behavior, where defaults are filled in. This behavior inherits the resource format and dimension (if not typeless) and for buffers UAVs target a full buffer and are typed, and for textures UAVs target the first mip and all array slices. Not all resources support null descriptor initialization.</p> </dd></param>
            <param name = "destDescriptor"><dd>  <p>Describes the CPU descriptor handle that represents the start of the heap that holds the unordered-access view. </p> </dd></param>
            <doc-id>dn788674</doc-id>
            <unmanaged>void ID3D12Device::CreateUnorderedAccessView([In, Optional] ID3D12Resource* pResource,[In, Optional] ID3D12Resource* pCounterResource,[In, Optional] const D3D12_UNORDERED_ACCESS_VIEW_DESC* pDesc,[In] D3D12_CPU_DESCRIPTOR_HANDLE DestDescriptor)</unmanaged>
            <unmanaged-short>ID3D12Device::CreateUnorderedAccessView</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateRenderTargetView(SharpDX.Direct3D12.Resource,System.Nullable{SharpDX.Direct3D12.RenderTargetViewDescription},SharpDX.Direct3D12.CpuDescriptorHandle)">
            <summary>
            <p>Creates a render-target view for accessing resource data.</p>
            </summary>
            <param name = "resourceRef"><dd>  <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D12.Resource"/></strong> object that represents the render target. </p> <p>At least one of <em>pResource</em> or <em>pDesc</em> must be provided.A null <em>pResource</em> is used to initialize a null descriptor, which guarantees D3D11-like null binding behavior (reading 0s, writes are discarded), but must have a valid <em>pDesc</em> in order to determine the descriptor type.</p> </dd></param>
            <param name = "descRef"><dd>  <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D12.RenderTargetViewDescription"/></strong> structure that describes the render-target view.</p> <p>A null <em>pDesc</em> is used to initialize a default descriptor, if possible. This behavior is identical to the D3D11 null descriptor behavior, where defaults are filled in. This behavior inherits the resource format and dimension (if not typeless) and RTVs target the first mip and all array slices. Not all resources support null descriptor initialization.</p> </dd></param>
            <param name = "destDescriptor"><dd>  <p> Describes the CPU descriptor handle that represents the start of the heap that holds the render-target view. </p> </dd></param>
            <doc-id>dn788668</doc-id>
            <unmanaged>void ID3D12Device::CreateRenderTargetView([In, Optional] ID3D12Resource* pResource,[In, Optional] const D3D12_RENDER_TARGET_VIEW_DESC* pDesc,[In] D3D12_CPU_DESCRIPTOR_HANDLE DestDescriptor)</unmanaged>
            <unmanaged-short>ID3D12Device::CreateRenderTargetView</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateDepthStencilView(SharpDX.Direct3D12.Resource,System.Nullable{SharpDX.Direct3D12.DepthStencilViewDescription},SharpDX.Direct3D12.CpuDescriptorHandle)">
            <summary>
            No documentation.
            </summary>
            <param name = "resourceRef">No documentation.</param>
            <param name = "descRef">No documentation.</param>
            <param name = "destDescriptor">No documentation.</param>
            <unmanaged>void ID3D12Device::CreateDepthStencilView([In, Optional] ID3D12Resource* pResource,[In, Optional] const D3D12_DEPTH_STENCIL_VIEW_DESC* pDesc,[In] D3D12_CPU_DESCRIPTOR_HANDLE DestDescriptor)</unmanaged>
            <unmanaged-short>ID3D12Device::CreateDepthStencilView</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateSampler(SharpDX.Direct3D12.SamplerStateDescription,SharpDX.Direct3D12.CpuDescriptorHandle)">
            <summary>
            <p>Create a sampler object that encapsulates sampling information for a texture.</p>
            </summary>
            <param name = "descRef"><dd>  <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D12.SamplerStateDescription"/></strong> structure that describes the sampler. </p> </dd></param>
            <param name = "destDescriptor"><dd>  <p>Describes the CPU descriptor handle that represents the start of the heap that holds the sampler.</p> </dd></param>
            <doc-id>dn788671</doc-id>
            <unmanaged>void ID3D12Device::CreateSampler([In, Value] const D3D12_SAMPLER_DESC* pDesc,[In] D3D12_CPU_DESCRIPTOR_HANDLE DestDescriptor)</unmanaged>
            <unmanaged-short>ID3D12Device::CreateSampler</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CopyDescriptors(System.Int32,SharpDX.Direct3D12.CpuDescriptorHandle[],System.Int32[],System.Int32,SharpDX.Direct3D12.CpuDescriptorHandle[],System.Int32[],SharpDX.Direct3D12.DescriptorHeapType)">
            <summary>
            <p> Copies descriptors from a source to a destination. </p>
            </summary>
            <param name = "numDestDescriptorRanges"><dd>  <p> The number of destination descriptor ranges to copy to. </p> </dd></param>
            <param name = "destDescriptorRangeStartsRef"><dd>  <p> An array of CPU_descriptor_handle objects to copy to. </p> </dd></param>
            <param name = "destDescriptorRangeSizesRef"><dd>  <p> An array of destination descriptor range sizes to copy to. </p> </dd></param>
            <param name = "numSrcDescriptorRanges"><dd>  <p> The number of source descriptor ranges to copy from. </p> </dd></param>
            <param name = "srcDescriptorRangeStartsRef"><dd>  <p> An array of CPU_descriptor_handle objects to copy from. </p> </dd></param>
            <param name = "srcDescriptorRangeSizesRef"><dd>  <p> An array of source descriptor range sizes to copy from. </p> </dd></param>
            <param name = "descriptorHeapsType"><dd>  <p> The <strong><see cref = "T:SharpDX.Direct3D12.DescriptorHeapType"/></strong>-typed value that specifies the type of descriptor heap to copy with. </p> </dd></param>
            <doc-id>dn899176</doc-id>
            <unmanaged>void ID3D12Device::CopyDescriptors([In] unsigned int NumDestDescriptorRanges,[In, Buffer] const D3D12_CPU_DESCRIPTOR_HANDLE* pDestDescriptorRangeStarts,[In, Buffer, Optional] const unsigned int* pDestDescriptorRangeSizes,[In] unsigned int NumSrcDescriptorRanges,[In, Buffer] const D3D12_CPU_DESCRIPTOR_HANDLE* pSrcDescriptorRangeStarts,[In, Buffer, Optional] const unsigned int* pSrcDescriptorRangeSizes,[In] D3D12_DESCRIPTOR_HEAP_TYPE DescriptorHeapsType)</unmanaged>
            <unmanaged-short>ID3D12Device::CopyDescriptors</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CopyDescriptorsSimple(System.Int32,SharpDX.Direct3D12.CpuDescriptorHandle,SharpDX.Direct3D12.CpuDescriptorHandle,SharpDX.Direct3D12.DescriptorHeapType)">
            <summary>
            <p> Copies descriptors from a source to a destination. </p>
            </summary>
            <param name = "numDescriptors"><dd>  <p> The number of descriptors to copy. </p> </dd></param>
            <param name = "destDescriptorRangeStart"><dd>  <p> A CPU_descriptor_handle that describes the destination descriptors to start to copy to. </p> </dd></param>
            <param name = "srcDescriptorRangeStart"><dd>  <p> A CPU_descriptor_handle that describes the source descriptors to start to copy from. </p> </dd></param>
            <param name = "descriptorHeapsType"><dd>  <p> The <strong><see cref = "T:SharpDX.Direct3D12.DescriptorHeapType"/></strong>-typed value that specifies the type of descriptor heap to copy with. </p> </dd></param>
            <doc-id>dn899177</doc-id>
            <unmanaged>void ID3D12Device::CopyDescriptorsSimple([In] unsigned int NumDescriptors,[In] D3D12_CPU_DESCRIPTOR_HANDLE DestDescriptorRangeStart,[In] D3D12_CPU_DESCRIPTOR_HANDLE SrcDescriptorRangeStart,[In] D3D12_DESCRIPTOR_HEAP_TYPE DescriptorHeapsType)</unmanaged>
            <unmanaged-short>ID3D12Device::CopyDescriptorsSimple</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.GetResourceAllocationInfo(System.Int32,System.Int32,SharpDX.Direct3D12.ResourceDescription[])">
            <summary>
            <p> Gets the size and alignment of memory required for a collection of resources on this adapter. </p>
            </summary>
            <param name = "visibleMask"><dd>  <p> For single GPU operation, set this to zero.  If there are multiple GPU nodes, set bits to identify the nodes (the  device's physical adapters). Each bit in the mask corresponds to a single node. Refer to Multi-Adapter.</p> </dd></param>
            <param name = "numResourceDescs"><dd>  <p> The number of resource descriptors in the <em>pResourceDescs</em> array. </p> </dd></param>
            <param name = "resourceDescsRef"><dd>  <p> An array of <strong><see cref = "T:SharpDX.Direct3D12.ResourceDescription"/></strong> structures that described the resources to get info about. </p> </dd></param>
            <returns><p> Returns a <strong><see cref = "T:SharpDX.Direct3D12.ResourceAllocationInformation"/></strong> structure that provides info about video memory allocated for the specified array of resources. </p></returns>
            <remarks>
            <p> When using <strong>CreatePlacedResource</strong>, the application must use this method to understand the size and alignment characteristics of texture resources.  The results of this method vary depending on the particular adapter, and must be treated as unique to this adapter and driver version. </p><p> Applications cannot use the output of <strong>GetResourceAllocationInfo</strong> to understand packed mip properties of textures. To understand packed mip properties of textures, applications must use <strong>GetResourceTiling</strong>.  Texture resource sizes significantly differ from the information returned by <strong>GetResourceTiling</strong>, because some adapter architectures allocate extra memory for textures to reduce the effective bandwidth during common rendering scenarios.  This even includes textures that have constraints on their texture layouts or have standardized texture layouts.  That extra memory cannot be sparsely mapped or remapped by an application using <strong>CreateReservedResource</strong> and  <strong>UpdateTileMappings</strong>, so it isn't reported in <strong>GetResourceTiling</strong>. </p><p> Applications can forgo using <strong>GetResourceAllocationInfo</strong> for buffer resources (<strong><see cref = "T:SharpDX.Direct3D12.ResourceDimension"/></strong>_BUFFER).  Buffers have the same size on all adapters, which is merely the smallest multiple of 64KB which is greater or equal to <strong><see cref = "T:SharpDX.Direct3D12.ResourceDescription"/></strong>::<strong>Width</strong>. </p><p> When multiple resource descriptions are passed in, the C++ algorithm for calculating a structure size and alignment are used.  For example, a three-element array with two tiny 64KB-aligned resources and a tiny 4MB-aligned resource reports differing sizes based on the order of the array.  If the 4MB aligned resource is in the middle, the resulting <strong>Size</strong> is 12MB.  Otherwise, the resulting <strong>Size</strong> is 8MB.  The <strong>Alignment</strong> returned would always be 4MB, as it is the superset of all alignments in the resource array. </p>
            </remarks>
            <doc-id>dn788680</doc-id>
            <unmanaged>D3D12_RESOURCE_ALLOCATION_INFO ID3D12Device::GetResourceAllocationInfo([In] unsigned int visibleMask,[In] unsigned int numResourceDescs,[In, Buffer] const D3D12_RESOURCE_DESC* pResourceDescs)</unmanaged>
            <unmanaged-short>ID3D12Device::GetResourceAllocationInfo</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.GetCustomHeapProperties(System.Int32,SharpDX.Direct3D12.HeapType)">
            <summary>
            <p> Divulges the equivalent custom heap properties that are used for non-custom heap types, based on the adapter's architectural properties. </p>
            </summary>
            <param name = "nodeMask"><dd>  <p> For single-GPU operation, set this to zero.  If there are multiple GPU nodes, set a bit to identify the node (the  device's physical adapter). Each bit in the mask corresponds to a single node. Only 1 bit must be set. See Multi-Adapter. </p> </dd></param>
            <param name = "heapType"><dd>  <p> A <strong><see cref = "T:SharpDX.Direct3D12.HeapType"/></strong>-typed value that specifies the heap to get properties for. D3D12_HEAP_TYPE_CUSTOM is not supported as a parameter value. </p> </dd></param>
            <returns><p> Returns a <strong><see cref = "T:SharpDX.Direct3D12.HeapProperties"/></strong> structure that provides properties for the specified heap. The <strong>Type</strong> member of the returned <see cref = "T:SharpDX.Direct3D12.HeapProperties"/> is always D3D12_HEAP_TYPE_CUSTOM. </p><p> When <strong><see cref = "T:SharpDX.Direct3D12.FeatureDataArchitecture"/></strong>::UMA is <see cref = "F:SharpDX.Result.False"/>, the returned <see cref = "T:SharpDX.Direct3D12.HeapProperties"/> members convert as follows: </p><table> <tr><th>Heap Type</th><th>How the returned <see cref = "T:SharpDX.Direct3D12.HeapProperties"/> members convert</th></tr> <tr><td>D3D12_HEAP_TYPE_UPLOAD</td><td><strong>CPUPageProperty</strong> = WRITE_COMBINE, <strong>MemoryPoolPreference</strong> = L0.</td></tr> <tr><td>D3D12_HEAP_TYPE_DEFAULT</td><td><strong>CPUPageProperty</strong> = NOT_AVAILABLE, <strong>MemoryPoolPreference</strong> = L1.</td></tr> <tr><td>D3D12_HEAP_TYPE_READBACK</td><td><strong>CPUPageProperty</strong> = WRITE_BACK, <strong>MemoryPoolPreference</strong> = L0.</td></tr> </table><p>?</p><p> When D3D12_FEATURE_DATA_ARCHITECTURE::UMA is TRUE and D3D12_FEATURE_DATA_ARCHITECTURE::CacheCoherentUMA is <see cref = "F:SharpDX.Result.False"/>, the returned <see cref = "T:SharpDX.Direct3D12.HeapProperties"/> members convert as follows: </p><table> <tr><th>Heap Type</th><th>How the returned <see cref = "T:SharpDX.Direct3D12.HeapProperties"/> members convert</th></tr> <tr><td>D3D12_HEAP_TYPE_UPLOAD</td><td><strong>CPUPageProperty</strong> = WRITE_COMBINE, <strong>MemoryPoolPreference</strong> = L0.</td></tr> <tr><td>D3D12_HEAP_TYPE_DEFAULT</td><td><strong>CPUPageProperty</strong> = NOT_AVAILABLE, <strong>MemoryPoolPreference</strong> = L0.</td></tr> <tr><td>D3D12_HEAP_TYPE_READBACK</td><td><strong>CPUPageProperty</strong> = WRITE_BACK, <strong>MemoryPoolPreference</strong> = L0.</td></tr> </table><p>?</p><p> When D3D12_FEATURE_DATA_ARCHITECTURE::UMA is TRUE and D3D12_FEATURE_DATA_ARCHITECTURE::CacheCoherentUMA is TRUE, the returned <see cref = "T:SharpDX.Direct3D12.HeapProperties"/> members convert as follows: </p><table> <tr><th>Heap Type</th><th>How the returned <see cref = "T:SharpDX.Direct3D12.HeapProperties"/> members convert</th></tr> <tr><td>D3D12_HEAP_TYPE_UPLOAD</td><td><strong>CPUPageProperty</strong> = WRITE_BACK, <strong>MemoryPoolPreference</strong> = L0.</td></tr> <tr><td>D3D12_HEAP_TYPE_DEFAULT</td><td><strong>CPUPageProperty</strong> = NOT_AVAILABLE, <strong>MemoryPoolPreference</strong> = L0.</td></tr> <tr><td>D3D12_HEAP_TYPE_READBACK</td><td><strong>CPUPageProperty</strong> = WRITE_BACK, <strong>MemoryPoolPreference</strong> = L0.</td></tr> </table><p>?</p></returns>
            <doc-id>dn788678</doc-id>
            <unmanaged>D3D12_HEAP_PROPERTIES ID3D12Device::GetCustomHeapProperties([In] unsigned int nodeMask,[In] D3D12_HEAP_TYPE heapType)</unmanaged>
            <unmanaged-short>ID3D12Device::GetCustomHeapProperties</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateCommittedResource(SharpDX.Direct3D12.HeapProperties@,SharpDX.Direct3D12.HeapFlags,SharpDX.Direct3D12.ResourceDescription@,SharpDX.Direct3D12.ResourceStates,System.Nullable{SharpDX.Direct3D12.ClearValue},System.Guid)">
            <summary>
            <p> Creates both a resource and an implicit heap, such that the heap is big enough to contain the entire resource and the resource is mapped to the heap. </p>
            </summary>
            <param name = "heapPropertiesRef"><dd>  <p> A reference to a <strong><see cref = "T:SharpDX.Direct3D12.HeapProperties"/></strong> structure that provides properties for the resource's heap. </p> </dd></param>
            <param name = "heapFlags"><dd>  <p> Heap options, as a bitwise-OR'd combination of <strong><see cref = "T:SharpDX.Direct3D12.HeapFlags"/></strong> enumeration constants. </p> </dd></param>
            <param name = "descRef"><dd>  <p> A reference to a <strong><see cref = "T:SharpDX.Direct3D12.ResourceDescription"/></strong> structure that describes the resource. </p> </dd></param>
            <param name = "initialResourceState"><dd>  <p> The initial state of the resource, as a bitwise-OR'd combination of <strong><see cref = "T:SharpDX.Direct3D12.ResourceStates"/></strong> enumeration constants. </p> <p> When a resource is created together with a <strong><see cref = "T:SharpDX.Direct3D12.HeapType"/></strong>_UPLOAD heap, <em>InitialResourceState</em> must be <strong>D3D12_RESOURCE_STATE</strong>_GENERIC_READ. When a resource is created together with a D3D12_HEAP_TYPE_READBACK heap, <em>InitialResourceState</em> must be D3D12_RESOURCE_STATE_COPY_DEST. </p> </dd></param>
            <param name = "optimizedClearValueRef"><dd>  <p> Specifies a <strong><see cref = "T:SharpDX.Direct3D12.ClearValue"/></strong> that describes the default value for a clear color. </p> <p><em>pOptimizedClearValue</em> specifies a value for which clear operations are most optimal. When the created resource is a texture with either the <strong>D3D12_RESOURCE_FLAG</strong>_ALLOW_RENDER_TARGET or D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL flags, applications should choose the value that the clear operation will most commonly be called with. Clear operations can be called with other values, but those operations will not be as efficient as when the value matches the one passed into resource creation. <em>pOptimizedClearValue</em> must be <c>null</c> when used with <strong><see cref = "T:SharpDX.Direct3D12.ResourceDimension"/></strong>_BUFFER. </p> </dd></param>
            <param name = "riidResource"><dd>  <p> The globally unique identifier (<strong><see cref = "T:System.Guid"/></strong>) for the resource interface. This is an input parameter. The <strong>REFIID</strong>, or <strong><see cref = "T:System.Guid"/></strong>, of the interface to the resource can be obtained by using the __uuidof() macro. For example, __uuidof(<strong><see cref = "T:SharpDX.Direct3D12.Resource"/></strong>) will get the <strong><see cref = "T:System.Guid"/></strong> of the interface to a resource. </p> <p> While riidResource is, most commonly, the <see cref = "T:System.Guid"/> for <strong><see cref = "T:SharpDX.Direct3D12.Resource"/></strong>, it may be any <see cref = "T:System.Guid"/> for any interface. If the resource object doesn't support the interface for this <see cref = "T:System.Guid"/>, creation will fail with E_NOINTERFACE. </p> </dd></param>
            <returns><dd>  <p> A reference to memory that receives the requested interface reference to the created resource object. <em>ppvResource</em> can be <c>null</c>, to enable capability testing. When <em>ppvResource</em> is <c>null</c>, no object will be created and S_FALSE will be returned when <em>pResourceDesc</em> is valid. </p> </dd></returns>
            <remarks>
            <p> This method creates both a resource and a heap, such that the heap is big enough to contain the entire resource and the resource is mapped to the heap. The created heap is known as an implicit heap, because the heap object cannot be obtained by the application. The application must ensure the GPU will no longer read or write to this resource before releasing the final reference on the resource. </p><p> The implicit heap is made resident for GPU access before the method returns to the application. See Residency. </p><p> The resource GPU VA mapping cannot be changed. See <strong>ID3D12CommandQueue::UpdateTileMappings</strong> and Volume Tiled Resources. </p><p> This method may be called by multiple threads concurrently. </p>
            </remarks>
            <doc-id>dn899178</doc-id>
            <unmanaged>HRESULT ID3D12Device::CreateCommittedResource([In] const D3D12_HEAP_PROPERTIES* pHeapProperties,[In] D3D12_HEAP_FLAGS HeapFlags,[In] const D3D12_RESOURCE_DESC* pDesc,[In] D3D12_RESOURCE_STATES InitialResourceState,[In, Optional] const D3D12_CLEAR_VALUE* pOptimizedClearValue,[In] const GUID&amp; riidResource,[Out] void** ppvResource)</unmanaged>
            <unmanaged-short>ID3D12Device::CreateCommittedResource</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateHeap(SharpDX.Direct3D12.HeapDescription@,System.Guid)">
            <summary>
            <p> Creates a heap that can be used with placed resources and reserved resources. </p>
            </summary>
            <param name = "descRef"><dd>  <p> A reference to a <strong><see cref = "T:SharpDX.Direct3D12.HeapDescription"/></strong> structure that describes the heap. </p> </dd></param>
            <param name = "riid"><dd>  <p> The globally unique identifier (<strong><see cref = "T:System.Guid"/></strong>) for the heap interface. This is an input parameter. The <strong>REFIID</strong>, or <strong><see cref = "T:System.Guid"/></strong>, of the interface to the heap can be obtained by using the __uuidof() macro. For example, __uuidof(<strong><see cref = "T:SharpDX.Direct3D12.Heap"/></strong>) will get the <strong><see cref = "T:System.Guid"/></strong> of the interface to a heap. <em>riid</em> is, most commonly, the <see cref = "T:System.Guid"/> for <strong><see cref = "T:SharpDX.Direct3D12.Heap"/></strong>, but it may be any <see cref = "T:System.Guid"/> for any interface. If the resource object does not support the interface for the specified <see cref = "T:System.Guid"/>, creation will fail with E_NOINTERFACE. </p> </dd></param>
            <returns><dd>  <p> A reference to a memory block that receives a reference to the heap. <em>ppvHeap</em> can be <c>null</c>, to enable capability testing. When <em>ppvHeap</em> is <c>null</c>, no object will be created and S_FALSE will be returned when <em>pDesc</em> is valid. </p> </dd></returns>
            <remarks>
            <p><strong>CreateHeap</strong> creates a heap that can be used with placed resources and reserved resources. Before releasing the final reference on the heap, the application must ensure that the GPU will no longer read or write to this heap. Placed resource objects will hold a reference on the heap they are created on, but reserved resources will not hold a reference for each mapping made to a heap. </p>
            </remarks>
            <doc-id>dn788664</doc-id>
            <unmanaged>HRESULT ID3D12Device::CreateHeap([In] const D3D12_HEAP_DESC* pDesc,[In] const GUID&amp; riid,[Out] void** ppvHeap)</unmanaged>
            <unmanaged-short>ID3D12Device::CreateHeap</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreatePlacedResource(SharpDX.Direct3D12.Heap,System.Int64,SharpDX.Direct3D12.ResourceDescription@,SharpDX.Direct3D12.ResourceStates,System.Nullable{SharpDX.Direct3D12.ClearValue},System.Guid)">
            <summary>
            <p> Creates a resource that is placed in a specific heap. Placed resources are the lightest weight resource objects available, and are the fastest to create and destroy. </p>
            </summary>
            <param name = "heapRef"><dd>  <p> A reference to the <strong><see cref = "T:SharpDX.Direct3D12.Heap"/></strong> interface that represents the heap in which the resource is placed. </p> </dd></param>
            <param name = "heapOffset"><dd>  <p> The offset, in bytes, to the resource. The <em>HeapOffset</em> must be a multiple of the resource's alignment, and <em>HeapOffset</em> plus the resource size must be smaller than or equal to the heap size. <strong>GetResourceAllocationInfo</strong> must be used to understand the sizes of texture resources. </p> </dd></param>
            <param name = "descRef"><dd>  <p> A reference to a <strong><see cref = "T:SharpDX.Direct3D12.ResourceDescription"/></strong> structure that describes the resource. </p> </dd></param>
            <param name = "initialState"><dd>  <p> The initial state of the resource, as a bitwise-OR'd combination of <strong><see cref = "T:SharpDX.Direct3D12.ResourceStates"/></strong> enumeration constants. </p> <p> When a resource is created together with a D3D12_HEAP_TYPE_UPLOAD heap, <em>InitialState</em> must be D3D12_RESOURCE_STATE_GENERIC_READ. When a resource is created together with a D3D12_HEAP_TYPE_READBACK heap, <em>InitialState</em> must be D3D12_RESOURCE_STATE_COPY_DEST. </p> </dd></param>
            <param name = "optimizedClearValueRef"><dd>  <p> Specifies a <strong><see cref = "T:SharpDX.Direct3D12.ClearValue"/></strong> that describes the default value for a clear color. </p> <p><em>pOptimizedClearValue</em> specifies a value for which clear operations are most optimal. When the created resource is a texture with either the D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET or D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL flags, applications should choose the value that the clear operation will most commonly be called with. Clear operations can be called with other values, but those operations will not be as efficient as when the value matches the one passed into resource creation. <em>pOptimizedClearValue</em> must be <c>null</c> when used with D3D12_RESOURCE_DIMENSION_BUFFER. </p> </dd></param>
            <param name = "riid"><dd>  <p> The globally unique identifier (<strong><see cref = "T:System.Guid"/></strong>) for the resource interface. This is an input parameter. </p> <p> The <strong>REFIID</strong>, or <strong><see cref = "T:System.Guid"/></strong>, of the interface to the resource can be obtained by using the __uuidof() macro. For example, __uuidof(<strong><see cref = "T:SharpDX.Direct3D12.Resource"/></strong>) will get the <strong><see cref = "T:System.Guid"/></strong> of the interface to a resource. Although <strong>riid</strong> is, most commonly, the <see cref = "T:System.Guid"/> for <strong><see cref = "T:SharpDX.Direct3D12.Resource"/></strong>, it may be any <see cref = "T:System.Guid"/> for any interface.  If the resource object doesn't support the interface for this <see cref = "T:System.Guid"/>, creation will fail with E_NOINTERFACE. </p> </dd></param>
            <returns><dd>  <p> A reference to a memory block that receives a reference to the resource. <em>ppvResource</em> can be <c>null</c>, to enable capability testing.  When <em>ppvResource</em> is <c>null</c>, no object will be created and S_FALSE will be returned when <em>pResourceDesc</em> and other parameters are valid. </p> </dd></returns>
            <remarks>
            <p><strong>CreatePlacedResource</strong> is similar to fully mapping a reserved resource to an offset within a heap; but the virtual address space associated with a heap may be reused as well. </p><p> Placed resources are lighter weight than committed resources to create and destroy, because no heap is created or destroyed during this operation.  However, placed resources enable an even lighter weight technique to reuse memory than resource creation and destruction: reuse through aliasing and aliasing barriers. Multiple placed resources may simultaneously overlap each other on the same heap, but only a single overlapping resource can be used at a time. </p><p> There are two placed resource usage semantics, a simple model and an advanced model. The simple model is recommended, and is the most likely model for tool support, until the advanced model is proven to be required by the app. </p>
            </remarks>
            <doc-id>dn899180</doc-id>
            <unmanaged>HRESULT ID3D12Device::CreatePlacedResource([In] ID3D12Heap* pHeap,[In] unsigned longlong HeapOffset,[In] const D3D12_RESOURCE_DESC* pDesc,[In] D3D12_RESOURCE_STATES InitialState,[In, Optional] const D3D12_CLEAR_VALUE* pOptimizedClearValue,[In] const GUID&amp; riid,[Out] void** ppvResource)</unmanaged>
            <unmanaged-short>ID3D12Device::CreatePlacedResource</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateReservedResource(SharpDX.Direct3D12.ResourceDescription@,SharpDX.Direct3D12.ResourceStates,System.Nullable{SharpDX.Direct3D12.ClearValue},System.Guid)">
            <summary>
            No documentation.
            </summary>
            <param name = "descRef">No documentation.</param>
            <param name = "initialState">No documentation.</param>
            <param name = "optimizedClearValueRef">No documentation.</param>
            <param name = "riid">No documentation.</param>
            <returns>No documentation.</returns>
            <unmanaged>HRESULT ID3D12Device::CreateReservedResource([In] const D3D12_RESOURCE_DESC* pDesc,[In] D3D12_RESOURCE_STATES InitialState,[In, Optional] const D3D12_CLEAR_VALUE* pOptimizedClearValue,[In] const GUID&amp; riid,[Out] void** ppvResource)</unmanaged>
            <unmanaged-short>ID3D12Device::CreateReservedResource</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateSharedHandle(SharpDX.Direct3D12.DeviceChild,System.Nullable{SharpDX.Win32.SecurityAttributes},System.Int32,System.String,System.IntPtr@)">
            <summary>
            <p> Creates a shared handle to an heap, resource, or fence object. </p>
            </summary>
            <param name = "objectRef"><dd>  <p> A reference to the <strong><see cref = "T:SharpDX.Direct3D12.DeviceChild"/></strong> interface that represents the heap, resource, or fence object to create for sharing. The following interfaces (derived from <strong><see cref = "T:SharpDX.Direct3D12.DeviceChild"/></strong>) are supported: </p> <ul> <li> <strong><see cref = "T:SharpDX.Direct3D12.Heap"/></strong> </li> <li> <strong><see cref = "T:SharpDX.Direct3D12.Resource"/></strong> </li> <li> <strong><see cref = "T:SharpDX.Direct3D12.Fence"/></strong> </li> </ul> </dd></param>
            <param name = "attributesRef"><dd>  <p> A reference to a <strong><see cref = "T:SharpDX.Win32.SecurityAttributes"/></strong> structure that contains two separate but related data members: an optional security descriptor, and a <strong>Boolean</strong> value that determines whether child processes can inherit the returned handle. </p> <p> Set this parameter to <strong><c>null</c></strong> if you want child processes that the application might create to not  inherit  the handle returned by <strong>CreateSharedHandle</strong>, and if you want the resource that is associated with the returned handle to get a default security descriptor. </p> <p> The <strong>lpSecurityDescriptor</strong> member of the structure specifies a <strong>SECURITY_DESCRIPTOR</strong> for the resource. Set this member to <strong><c>null</c></strong> if you want the runtime to assign a default security descriptor to the resource that is associated with the returned handle. The ACLs in the default security descriptor for the resource come from the primary or impersonation token of the creator. For more info, see Synchronization Object Security and Access Rights. </p> </dd></param>
            <param name = "access"><dd>  <p>Currently the only value this parameter accepts is GENERIC_ALL.</p> </dd></param>
            <param name = "name"><dd>  <p> A <strong><c>null</c></strong>-terminated <strong>UNICODE</strong> string that contains the name to associate with the shared heap. The name is limited to MAX_PATH characters. Name comparison is case-sensitive. </p> <p> If <em>Name</em> matches the name of an existing resource, <strong>CreateSharedHandle</strong> fails with <see cref = "!:NameAlreadyExists"/>. This occurs because these objects share the same namespace. </p> <p> The name can have a "Global\" or "Local\" prefix to explicitly create the object in the global or session namespace. The remainder of the name can contain any character except the backslash character (\). For more information, see Kernel Object Namespaces. Fast user switching is implemented using Terminal Services sessions. Kernel object names must follow the guidelines outlined for Terminal Services so that applications can support multiple users. </p> <p> The object can be created in a private namespace. For more information, see Object Namespaces. </p> </dd></param>
            <param name = "handleRef"><dd>  <p> A reference to a variable that receives the NT HANDLE value to the resource to share. You can use this handle in calls to access the resource. </p> </dd></param>
            <returns><p> Returns <see cref = "F:SharpDX.Result.Ok"/> if successful; otherwise, returns one of the following values: </p><ul> <li><see cref = "!:InvalidCall"/> if one of the parameters is invalid. </li> <li><see cref = "!:NameAlreadyExists"/> if the supplied name of the resource to share is already associated with another resource. </li> <li>E_ACCESSDENIED if the object is being created in a protected namespace.</li> <li>E_OUTOFMEMORY if sufficient memory is not available to create the handle.</li> <li> Possibly other error codes that are described in the Direct3D 12 Return Codes topic. </li> </ul></returns>
            <remarks>
            <p> Both heaps and committed resources can be shared. Sharing a committed resource shares the implicit heap along with the committed resource description, such that a compatible resource description can be mapped to the heap from another device.  </p>
            </remarks>
            <doc-id>dn899183</doc-id>
            <unmanaged>HRESULT ID3D12Device::CreateSharedHandle([In] ID3D12DeviceChild* pObject,[In, Optional] const SECURITY_ATTRIBUTES* pAttributes,[In] DWORD Access,[In, Optional] const wchar_t* Name,[Out] void** pHandle)</unmanaged>
            <unmanaged-short>ID3D12Device::CreateSharedHandle</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.OpenSharedHandle(System.IntPtr,System.Guid,System.IntPtr@)">
            <summary>
            <p> Opens a handle for shared resources, shared heaps, and shared fences, by using HANDLE and REFIID. </p>
            </summary>
            <param name = "nTHandle"><dd>  <p> The handle that was output by the call to  <strong>ID3D12Device::CreateSharedHandle</strong>. </p> </dd></param>
            <param name = "riid"><dd>  <p> The globally unique identifier (<strong><see cref = "T:System.Guid"/></strong>) for one of the following interfaces: </p> <ul> <li> <strong><see cref = "T:SharpDX.Direct3D12.Heap"/></strong> </li> <li> <strong><see cref = "T:SharpDX.Direct3D12.Resource"/></strong> </li> <li> <strong><see cref = "T:SharpDX.Direct3D12.Fence"/></strong> </li> </ul> <p> The <strong>REFIID</strong>, or <strong><see cref = "T:System.Guid"/></strong>, of the interface can be obtained by using the __uuidof() macro. For example, __uuidof(<see cref = "T:SharpDX.Direct3D12.Heap"/>) will get the <strong><see cref = "T:System.Guid"/></strong> of the interface to a resource. </p> </dd></param>
            <param name = "vObjOut"><dd>  <p> A reference to a memory block that receives a reference to one of the following interfaces: </p> <ul> <li> <strong><see cref = "T:SharpDX.Direct3D12.Heap"/></strong> </li> <li> <strong><see cref = "T:SharpDX.Direct3D12.Resource"/></strong> </li> <li> <strong><see cref = "T:SharpDX.Direct3D12.Fence"/></strong> </li> </ul> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes. </p></returns>
            <doc-id>dn903831</doc-id>
            <unmanaged>HRESULT ID3D12Device::OpenSharedHandle([In] void* NTHandle,[In] const GUID&amp; riid,[Out, Optional] void** ppvObj)</unmanaged>
            <unmanaged-short>ID3D12Device::OpenSharedHandle</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.OpenSharedHandleByName(System.String,System.Int32,System.IntPtr@)">
            <summary>
            <p> Opens a handle for shared resources, shared heaps, and shared fences, by using Name and Access. </p>
            </summary>
            <param name = "name"><dd>  <p> The name that was optionally passed as the <em>Name</em> parameter in the call to  <strong>ID3D12Device::CreateSharedHandle</strong>. </p> </dd></param>
            <param name = "access"><dd>  <p> The access level that was specified in the <em>Access</em> parameter in the call to  <strong>ID3D12Device::CreateSharedHandle</strong>. </p> </dd></param>
            <param name = "nTHandleRef"><dd>  <p> Pointer to the shared handle. </p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes. </p></returns>
            <doc-id>dn903832</doc-id>
            <unmanaged>HRESULT ID3D12Device::OpenSharedHandleByName([In] const wchar_t* Name,[In] DWORD Access,[Out] void** pNTHandle)</unmanaged>
            <unmanaged-short>ID3D12Device::OpenSharedHandleByName</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.MakeResident(System.Int32,SharpDX.Direct3D12.Pageable[])">
            <summary>
            <p>Makes objects resident for the device.</p>
            </summary>
            <param name = "numObjects"><dd>  <p> The number of objects  in the <em>ppObjects</em> array to make resident for the device. </p> </dd></param>
            <param name = "objectsOut"><dd>  <p>A reference to a memory block that contains an array of <strong><see cref = "T:SharpDX.Direct3D12.Pageable"/></strong> interface references for the objects. </p> <p>Even though most D3D12 objects inherit from <strong><see cref = "T:SharpDX.Direct3D12.Pageable"/></strong>, residency changes are only supported on the following objects:Descriptor Heaps, Heaps, Committed Resources, and Query Heaps</p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes. </p></returns>
            <remarks>
            <p><strong>MakeResident</strong> loads the data associated with a resource from disk, and re-allocates the memory from the resource's appropriate memory pool. This method should be called on the object which owns the physical memory.
            </p><p>Use this method, and <strong>Evict</strong>, to manage GPU video memory, noting that this was done automatically in D3D11, but now has to be done by the app in D3D12.</p><p><strong>MakeResident</strong> and <strong>Evict</strong> can help applications manage the residency budget on many adapters. <strong>MakeResident</strong> explicitly pages-in data and, then, precludes page-out so the GPU can access the data. <strong>Evict</strong> enables page-out.</p><p>Some GPU architectures do not benefit from residency manipulation, due to the lack of sufficient GPU virtual address space. Use <strong><see cref = "T:SharpDX.Direct3D12.FeatureDataGpuVirtualAddressSupport"/></strong> and <strong>IDXGIAdapter3::QueryVideoMemoryInfo</strong> to recognize when the maximum GPU VA space per-process is too small or roughly the same size as the residency budget. For such architectures, the residency budget will always be constrained by the amount of GPU virtual address space. <strong>Evict</strong> will not free-up any residency budget on such systems.
            </p><p>Applications must handle <strong>MakeResident</strong> failures, even if there appears to be enough residency budget available. Physical memory fragmentation and adapter architecture quirks can preclude the utilization of large contiguous ranges. Applications should free up more residency budget before trying again.
            </p><p><strong>MakeResident</strong> is ref-counted, such that <strong>Evict</strong> must be called the same amount of times as <strong>MakeResident</strong> before <strong>Evict</strong> takes effect. Objects that support residency are made resident during creation, so a single <strong>Evict</strong> call will actually evict the object. </p><p>Applications must use fences to ensure the GPU doesn't use non-resident objects. <strong>MakeResident</strong> must return before the GPU executes a command list that references the object. <strong>Evict</strong> must be called after the GPU finishes executing a command list that references the object.</p><p>Evicted objects still consume the same GPU virtual address and same amount of GPU virtual address space. Therefore, resource descriptors and other GPU virtual address references are not invalidated after <strong>Evict</strong>.</p>
            </remarks>
            <doc-id>dn788682</doc-id>
            <unmanaged>HRESULT ID3D12Device::MakeResident([In] unsigned int NumObjects,[In, Buffer] const ID3D12Pageable** ppObjects)</unmanaged>
            <unmanaged-short>ID3D12Device::MakeResident</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.Evict(System.Int32,SharpDX.Direct3D12.Pageable[])">
            <summary>
            <p>Enables the page-out of data, which precludes GPU access of that data.</p>
            </summary>
            <param name = "numObjects"><dd>  <p> The number of objects in the <em>ppObjects</em> array to evict from the device. </p> </dd></param>
            <param name = "objectsOut"><dd>  <p> A reference to a memory block that contains an array of <strong><see cref = "T:SharpDX.Direct3D12.Pageable"/></strong> interface references for the objects. </p> <p>Even though most D3D12 objects inherit from <strong><see cref = "T:SharpDX.Direct3D12.Pageable"/></strong>, residency changes are only supported on the following objects:Descriptor Heaps, Heaps, Committed Resources, and Query Heaps</p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes. </p></returns>
            <remarks>
            <p><strong>Evict</strong> persists the data associated with a resource to disk, and then removes the resource from the memory pool where it was located. This method should be called on the object which owns the physical memory: either a committed resource (which owns both virtual  and physical memory assignments) or a heap - noting that reserved resources do not have physical memory, and placed resources are borrowing memory from a heap.
            </p><p>Refer to the remarks for <strong>MakeResident</strong>.</p>
            </remarks>
            <doc-id>dn788676</doc-id>
            <unmanaged>HRESULT ID3D12Device::Evict([In] unsigned int NumObjects,[In, Buffer] const ID3D12Pageable** ppObjects)</unmanaged>
            <unmanaged-short>ID3D12Device::Evict</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateFence(System.Int64,SharpDX.Direct3D12.FenceFlags,System.Guid)">
            <summary>
            No documentation.
            </summary>
            <param name = "initialValue">No documentation.</param>
            <param name = "flags">No documentation.</param>
            <param name = "riid">No documentation.</param>
            <returns>No documentation.</returns>
            <unmanaged>HRESULT ID3D12Device::CreateFence([In] unsigned longlong InitialValue,[In] D3D12_FENCE_FLAGS Flags,[In] const GUID&amp; riid,[Out] void** ppFence)</unmanaged>
            <unmanaged-short>ID3D12Device::CreateFence</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.GetDeviceRemovedReason">
            <summary>
            <p>Gets the reason that the device was removed.</p>
            </summary>
            <returns><p>This method returns the reason that the device was removed.</p></returns>
            <doc-id>dn899187</doc-id>
            <unmanaged>HRESULT ID3D12Device::GetDeviceRemovedReason()</unmanaged>
            <unmanaged-short>ID3D12Device::GetDeviceRemovedReason</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.GetCopyableFootprints(SharpDX.Direct3D12.ResourceDescription@,System.Int32,System.Int32,System.Int64,SharpDX.Direct3D12.PlacedSubResourceFootprint[],System.Int32[],System.Int64[],System.Int64@)">
            <summary>
            <p> Gets a resource layout that can be copied. Helps the app fill-in  <strong><see cref = "T:SharpDX.Direct3D12.PlacedSubResourceFootprint"/></strong> and  <strong><see cref = "T:SharpDX.Direct3D12.SubResourceFootprint"/></strong> when suballocating space in upload heaps. </p>
            </summary>
            <param name = "resourceDescRef">No documentation.</param>
            <param name = "firstSubresource">No documentation.</param>
            <param name = "numSubresources">No documentation.</param>
            <param name = "baseOffset">No documentation.</param>
            <param name = "layoutsRef">No documentation.</param>
            <param name = "numRowsRef">No documentation.</param>
            <param name = "rowSizeInBytesRef">No documentation.</param>
            <param name = "totalBytesRef">No documentation.</param>
            <remarks>
            <p> This routine assists the application in filling out <strong><see cref = "T:SharpDX.Direct3D12.PlacedSubResourceFootprint"/></strong> and <strong><see cref = "T:SharpDX.Direct3D12.SubResourceFootprint"/></strong> structures, when suballocating space in upload heaps. The resulting structures are GPU adapter-agnostic, meaning that the values will not vary from one GPU adapter to the next. <strong>GetCopyableFootprints</strong> uses specified details about resource formats, texture layouts, and alignment requirements (from the <strong><see cref = "T:SharpDX.Direct3D12.ResourceDescription"/></strong> structure)  to fill out the subresource structures. Applications have access to all these details, so this method, or a variation of it, could be  written as part of the app. </p>
            </remarks>
            <doc-id>dn986878</doc-id>
            <unmanaged>void ID3D12Device::GetCopyableFootprints([In] const D3D12_RESOURCE_DESC* pResourceDesc,[In] unsigned int FirstSubresource,[In] unsigned int NumSubresources,[In] unsigned longlong BaseOffset,[Out, Buffer, Optional] D3D12_PLACED_SUBRESOURCE_FOOTPRINT* pLayouts,[Out, Buffer, Optional] unsigned int* pNumRows,[Out, Buffer, Optional] unsigned longlong* pRowSizeInBytes,[Out, Optional] unsigned longlong* pTotalBytes)</unmanaged>
            <unmanaged-short>ID3D12Device::GetCopyableFootprints</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateQueryHeap(SharpDX.Direct3D12.QueryHeapDescription,System.Guid)">
            <summary>
            <p> Creates a query heap. A query heap contains an array of queries. </p>
            </summary>
            <param name = "descRef"><dd>  <p> Specifies the query heap in a <strong><see cref = "T:SharpDX.Direct3D12.QueryHeapDescription"/></strong> structure. </p> </dd></param>
            <param name = "riid"><dd>  <p> Specifies a REFIID that uniquely identifies the heap. </p> </dd></param>
            <returns><dd>  <p> Specifies a reference to the heap, that will be returned on successful completion of the method. <em>ppvHeap</em> can be <c>null</c>, to enable capability testing. When <em>ppvHeap</em> is <c>null</c>, no object will be created and S_FALSE will be returned when <em>pDesc</em> is valid. </p> </dd></returns>
            <remarks>
            <p> Refer to Queries for more information. </p>
            </remarks>
            <doc-id>dn903828</doc-id>
            <unmanaged>HRESULT ID3D12Device::CreateQueryHeap([In] const D3D12_QUERY_HEAP_DESC* pDesc,[In] const GUID&amp; riid,[Out] void** ppvHeap)</unmanaged>
            <unmanaged-short>ID3D12Device::CreateQueryHeap</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.SetStablePowerState(SharpDX.Mathematics.Interop.RawBool)">
            <summary>
            <p>A development-time aid for certain types of profiling and experimental prototyping.</p>
            </summary>
            <param name = "enable"><dd>  <p>Specifies a <see cref = "T:SharpDX.Mathematics.Interop.RawBool"/> that turns the stable power state on or off.</p> </dd></param>
            <returns><p>This method returns one of the Direct3D 12 Return Codes.</p></returns>
            <remarks>
            <p>This method is only useful during the development of applications. It enables developers to profile GPU usage of multiple algorithms without experiencing artifacts from dynamic frequency scaling.</p><p>Do not call this method in normal execution for a shipped application. This method only works while the machine is in developer mode. If developer mode is not enabled, then device removal will occur. Instead, call this method in response to an off-by-default, developer-facing switch. Calling it in response to command line parameters, config files, registry keys, and developer console commands are reasonable usage scenarios. </p><p>A stable power state typically fixes GPU clock rates at a slower setting that is significantly lower than that experienced by users under normal application load. This reduction in clock rate affects the entire system. Slow clock rates are required to ensure processors don?t exhaust power, current, and thermal limits. Normal usage scenarios commonly leverage a processors ability to dynamically over-clock. Any conclusions made by comparing two designs under a stable power state should be double-checked with supporting results from real usage scenarios.</p>
            </remarks>
            <doc-id>dn903835</doc-id>
            <unmanaged>HRESULT ID3D12Device::SetStablePowerState([In] BOOL Enable)</unmanaged>
            <unmanaged-short>ID3D12Device::SetStablePowerState</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.CreateCommandSignature(System.IntPtr,SharpDX.Direct3D12.RootSignature,System.Guid)">
            <summary>
            <p> This method creates a command signature. </p>
            </summary>
            <param name = "descRef"><dd>  <p> Describes the command signature to be created with the <strong><see cref = "T:SharpDX.Direct3D12.CommandSignatureDescription"/></strong> structure. </p> </dd></param>
            <param name = "rootSignatureRef"><dd>  <p>Specifies the  <strong><see cref = "T:SharpDX.Direct3D12.RootSignature"/></strong> that the command signature applies to. </p> <p>The root signature is required if any of the commands in the signature will update bindings on the pipeline. If the only command present is a draw or dispatch, the root signature parameter can be set to <c>null</c>.</p> </dd></param>
            <param name = "riid"><dd>  <p> The globally unique identifier (<strong><see cref = "T:System.Guid"/></strong>) for the command signature interface (<strong><see cref = "T:SharpDX.Direct3D12.CommandSignature"/></strong>). The <strong>REFIID</strong>, or <strong><see cref = "T:System.Guid"/></strong>, of the interface to the command signature can be obtained by using the __uuidof() macro. For example, __uuidof(<strong><see cref = "T:SharpDX.Direct3D12.CommandSignature"/></strong>) will get the <strong><see cref = "T:System.Guid"/></strong> of the interface to a command signature. </p> </dd></param>
            <returns><dd>  <p> Specifies a reference, that on successful completion of the method will point to the created command signature (<strong><see cref = "T:SharpDX.Direct3D12.CommandSignature"/></strong>). </p> </dd></returns>
            <doc-id>dn903827</doc-id>
            <unmanaged>HRESULT ID3D12Device::CreateCommandSignature([In] const D3D12_COMMAND_SIGNATURE_DESC* pDesc,[In, Optional] ID3D12RootSignature* pRootSignature,[In] const GUID&amp; riid,[Out] void** ppvCommandSignature)</unmanaged>
            <unmanaged-short>ID3D12Device::CreateCommandSignature</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.GetResourceTiling(SharpDX.Direct3D12.Resource,System.Int32@,SharpDX.Direct3D12.PackedMipInformation@,SharpDX.Direct3D12.TileShape@,System.IntPtr,System.Int32,SharpDX.Direct3D12.SubResourceTiling[])">
            <summary>
            <p> Gets info about how a tiled resource is broken into tiles. </p>
            </summary>
            <param name = "tiledResourceRef"><dd>  <p> Specifies a tiled <strong><see cref = "T:SharpDX.Direct3D12.Resource"/></strong> to get info about. </p> </dd></param>
            <param name = "numTilesForEntireResourceRef"><dd>  <p> A reference to a variable that receives the number of tiles needed to store the entire tiled resource. </p> </dd></param>
            <param name = "packedMipDescRef"><dd>  <p> A reference to a <strong><see cref = "T:SharpDX.Direct3D12.PackedMipInformation"/></strong> structure that <strong>GetResourceTiling</strong> fills with info about how the tiled resource's mipmaps are packed. </p> </dd></param>
            <param name = "standardTileShapeForNonPackedMipsRef"><dd>  <p> Specifies a <strong><see cref = "T:SharpDX.Direct3D12.TileShape"/></strong> structure that <strong>GetResourceTiling</strong> fills with info about the tile shape. This is info about how pixels fit in the tiles, independent of tiled resource's dimensions, not including packed mipmaps. If the entire tiled resource is packed, this parameter is meaningless because the tiled resource has no defined layout for packed mipmaps. In this situation, <strong>GetResourceTiling</strong> sets the members of <see cref = "T:SharpDX.Direct3D12.TileShape"/> to zeros. </p> </dd></param>
            <param name = "numSubresourceTilingsRef"><dd>  <p> A reference to a variable that contains the number of tiles in the subresource. On input, this is the number of subresources to query tilings for; on output, this is the number that was actually retrieved at <em>pSubresourceTilingsForNonPackedMips</em> (clamped to what's available). </p> </dd></param>
            <param name = "firstSubresourceTilingToGet"><dd>  <p> The number of the first subresource tile to get. <strong>GetResourceTiling</strong> ignores this parameter if the number that <em>pNumSubresourceTilings</em> points to is 0. </p> </dd></param>
            <param name = "subresourceTilingsForNonPackedMipsRef"><dd>  <p> Specifies a <strong><see cref = "T:SharpDX.Direct3D12.SubResourceTiling"/></strong> structure that <strong>GetResourceTiling</strong> fills with info about subresource tiles. If subresource tiles are part of packed mipmaps, <strong>GetResourceTiling</strong> sets the members of <see cref = "T:SharpDX.Direct3D12.SubResourceTiling"/> to zeros, except the <em>StartTileIndexInOverallResource</em> member, which <strong>GetResourceTiling</strong> sets to D3D12_PACKED_TILE (0xffffffff). The D3D12_PACKED_TILE constant indicates that the whole <strong><see cref = "T:SharpDX.Direct3D12.SubResourceTiling"/></strong> structure is meaningless for this situation, and the info that the <em>pPackedMipDesc</em> parameter points to applies. </p> </dd></param>
            <remarks>
            <p> To estimate the total resource size of textures needed when calculating heap sizes and calling <strong>CreatePlacedResource</strong>, use <strong>GetResourceAllocationInfo</strong> instead of <strong>GetResourceTiling</strong>. <strong>GetResourceTiling</strong> cannot be used for this. </p><p> For more information on tiled resources, refer to Volume Tiled Resources. </p>
            </remarks>
            <doc-id>dn903829</doc-id>
            <unmanaged>void ID3D12Device::GetResourceTiling([In] ID3D12Resource* pTiledResource,[Out, Optional] unsigned int* pNumTilesForEntireResource,[Out, Optional] D3D12_PACKED_MIP_INFO* pPackedMipDesc,[Out, Optional] D3D12_TILE_SHAPE* pStandardTileShapeForNonPackedMips,[InOut, Optional] unsigned int* pNumSubresourceTilings,[In] unsigned int FirstSubresourceTilingToGet,[Out, Buffer] D3D12_SUBRESOURCE_TILING* pSubresourceTilingsForNonPackedMips)</unmanaged>
            <unmanaged-short>ID3D12Device::GetResourceTiling</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.GetAdapterLuid">
            <summary>
            <p> Gets a locally unique identifier for the current device (adapter). </p>
            </summary>
            <returns><p> The locally unique identifier for the adapter. </p></returns>
            <remarks>
            <p> This method returns a unique identifier for the adapter that is specific to the adapter hardware. Applications can use this identifier to define robust mappings across various APIs (Direct3D 12, DXGI). </p><p> A locally unique identifier (<see cref = "T:System.Int64"/>) is a 64-bit value that is guaranteed to be unique only on the system on which it was generated. The uniqueness of a locally unique identifier (<see cref = "T:System.Int64"/>) is guaranteed only until the system is restarted. </p>
            </remarks>
            <doc-id>dn914411</doc-id>
            <unmanaged>LUID ID3D12Device::GetAdapterLuid()</unmanaged>
            <unmanaged-short>ID3D12Device::GetAdapterLuid</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.MakeResident(System.Int32,SharpDX.ComArray{SharpDX.Direct3D12.Pageable})">
            <summary>
            <p>Makes objects resident for the device.</p>
            </summary>
            <param name = "numObjects"><dd>  <p> The number of objects  in the <em>ppObjects</em> array to make resident for the device. </p> </dd></param>
            <param name = "objectsOut"><dd>  <p>A reference to a memory block that contains an array of <strong><see cref = "T:SharpDX.Direct3D12.Pageable"/></strong> interface references for the objects. </p> <p>Even though most D3D12 objects inherit from <strong><see cref = "T:SharpDX.Direct3D12.Pageable"/></strong>, residency changes are only supported on the following objects:Descriptor Heaps, Heaps, Committed Resources, and Query Heaps</p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes. </p></returns>
            <remarks>
            <p><strong>MakeResident</strong> loads the data associated with a resource from disk, and re-allocates the memory from the resource's appropriate memory pool. This method should be called on the object which owns the physical memory.
            </p><p>Use this method, and <strong>Evict</strong>, to manage GPU video memory, noting that this was done automatically in D3D11, but now has to be done by the app in D3D12.</p><p><strong>MakeResident</strong> and <strong>Evict</strong> can help applications manage the residency budget on many adapters. <strong>MakeResident</strong> explicitly pages-in data and, then, precludes page-out so the GPU can access the data. <strong>Evict</strong> enables page-out.</p><p>Some GPU architectures do not benefit from residency manipulation, due to the lack of sufficient GPU virtual address space. Use <strong><see cref = "T:SharpDX.Direct3D12.FeatureDataGpuVirtualAddressSupport"/></strong> and <strong>IDXGIAdapter3::QueryVideoMemoryInfo</strong> to recognize when the maximum GPU VA space per-process is too small or roughly the same size as the residency budget. For such architectures, the residency budget will always be constrained by the amount of GPU virtual address space. <strong>Evict</strong> will not free-up any residency budget on such systems.
            </p><p>Applications must handle <strong>MakeResident</strong> failures, even if there appears to be enough residency budget available. Physical memory fragmentation and adapter architecture quirks can preclude the utilization of large contiguous ranges. Applications should free up more residency budget before trying again.
            </p><p><strong>MakeResident</strong> is ref-counted, such that <strong>Evict</strong> must be called the same amount of times as <strong>MakeResident</strong> before <strong>Evict</strong> takes effect. Objects that support residency are made resident during creation, so a single <strong>Evict</strong> call will actually evict the object. </p><p>Applications must use fences to ensure the GPU doesn't use non-resident objects. <strong>MakeResident</strong> must return before the GPU executes a command list that references the object. <strong>Evict</strong> must be called after the GPU finishes executing a command list that references the object.</p><p>Evicted objects still consume the same GPU virtual address and same amount of GPU virtual address space. Therefore, resource descriptors and other GPU virtual address references are not invalidated after <strong>Evict</strong>.</p>
            </remarks>
            <doc-id>dn788682</doc-id>
            <unmanaged>HRESULT ID3D12Device::MakeResident([In] unsigned int NumObjects,[In, Buffer] const ID3D12Pageable** ppObjects)</unmanaged>
            <unmanaged-short>ID3D12Device::MakeResident</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.MakeResident(System.Int32,System.IntPtr)">
            <summary>
            <p>Makes objects resident for the device.</p>
            </summary>
            <param name = "numObjects"><dd>  <p> The number of objects  in the <em>ppObjects</em> array to make resident for the device. </p> </dd></param>
            <param name = "objectsOut"><dd>  <p>A reference to a memory block that contains an array of <strong><see cref = "T:SharpDX.Direct3D12.Pageable"/></strong> interface references for the objects. </p> <p>Even though most D3D12 objects inherit from <strong><see cref = "T:SharpDX.Direct3D12.Pageable"/></strong>, residency changes are only supported on the following objects:Descriptor Heaps, Heaps, Committed Resources, and Query Heaps</p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes. </p></returns>
            <remarks>
            <p><strong>MakeResident</strong> loads the data associated with a resource from disk, and re-allocates the memory from the resource's appropriate memory pool. This method should be called on the object which owns the physical memory.
            </p><p>Use this method, and <strong>Evict</strong>, to manage GPU video memory, noting that this was done automatically in D3D11, but now has to be done by the app in D3D12.</p><p><strong>MakeResident</strong> and <strong>Evict</strong> can help applications manage the residency budget on many adapters. <strong>MakeResident</strong> explicitly pages-in data and, then, precludes page-out so the GPU can access the data. <strong>Evict</strong> enables page-out.</p><p>Some GPU architectures do not benefit from residency manipulation, due to the lack of sufficient GPU virtual address space. Use <strong><see cref = "T:SharpDX.Direct3D12.FeatureDataGpuVirtualAddressSupport"/></strong> and <strong>IDXGIAdapter3::QueryVideoMemoryInfo</strong> to recognize when the maximum GPU VA space per-process is too small or roughly the same size as the residency budget. For such architectures, the residency budget will always be constrained by the amount of GPU virtual address space. <strong>Evict</strong> will not free-up any residency budget on such systems.
            </p><p>Applications must handle <strong>MakeResident</strong> failures, even if there appears to be enough residency budget available. Physical memory fragmentation and adapter architecture quirks can preclude the utilization of large contiguous ranges. Applications should free up more residency budget before trying again.
            </p><p><strong>MakeResident</strong> is ref-counted, such that <strong>Evict</strong> must be called the same amount of times as <strong>MakeResident</strong> before <strong>Evict</strong> takes effect. Objects that support residency are made resident during creation, so a single <strong>Evict</strong> call will actually evict the object. </p><p>Applications must use fences to ensure the GPU doesn't use non-resident objects. <strong>MakeResident</strong> must return before the GPU executes a command list that references the object. <strong>Evict</strong> must be called after the GPU finishes executing a command list that references the object.</p><p>Evicted objects still consume the same GPU virtual address and same amount of GPU virtual address space. Therefore, resource descriptors and other GPU virtual address references are not invalidated after <strong>Evict</strong>.</p>
            </remarks>
            <doc-id>dn788682</doc-id>
            <unmanaged>HRESULT ID3D12Device::MakeResident([In] unsigned int NumObjects,[In, Buffer] const ID3D12Pageable** ppObjects)</unmanaged>
            <unmanaged-short>ID3D12Device::MakeResident</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.Evict(System.Int32,SharpDX.ComArray{SharpDX.Direct3D12.Pageable})">
            <summary>
            <p>Enables the page-out of data, which precludes GPU access of that data.</p>
            </summary>
            <param name = "numObjects"><dd>  <p> The number of objects in the <em>ppObjects</em> array to evict from the device. </p> </dd></param>
            <param name = "objectsOut"><dd>  <p> A reference to a memory block that contains an array of <strong><see cref = "T:SharpDX.Direct3D12.Pageable"/></strong> interface references for the objects. </p> <p>Even though most D3D12 objects inherit from <strong><see cref = "T:SharpDX.Direct3D12.Pageable"/></strong>, residency changes are only supported on the following objects:Descriptor Heaps, Heaps, Committed Resources, and Query Heaps</p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes. </p></returns>
            <remarks>
            <p><strong>Evict</strong> persists the data associated with a resource to disk, and then removes the resource from the memory pool where it was located. This method should be called on the object which owns the physical memory: either a committed resource (which owns both virtual  and physical memory assignments) or a heap - noting that reserved resources do not have physical memory, and placed resources are borrowing memory from a heap.
            </p><p>Refer to the remarks for <strong>MakeResident</strong>.</p>
            </remarks>
            <doc-id>dn788676</doc-id>
            <unmanaged>HRESULT ID3D12Device::Evict([In] unsigned int NumObjects,[In, Buffer] const ID3D12Pageable** ppObjects)</unmanaged>
            <unmanaged-short>ID3D12Device::Evict</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device.Evict(System.Int32,System.IntPtr)">
            <summary>
            <p>Enables the page-out of data, which precludes GPU access of that data.</p>
            </summary>
            <param name = "numObjects"><dd>  <p> The number of objects in the <em>ppObjects</em> array to evict from the device. </p> </dd></param>
            <param name = "objectsOut"><dd>  <p> A reference to a memory block that contains an array of <strong><see cref = "T:SharpDX.Direct3D12.Pageable"/></strong> interface references for the objects. </p> <p>Even though most D3D12 objects inherit from <strong><see cref = "T:SharpDX.Direct3D12.Pageable"/></strong>, residency changes are only supported on the following objects:Descriptor Heaps, Heaps, Committed Resources, and Query Heaps</p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes. </p></returns>
            <remarks>
            <p><strong>Evict</strong> persists the data associated with a resource to disk, and then removes the resource from the memory pool where it was located. This method should be called on the object which owns the physical memory: either a committed resource (which owns both virtual  and physical memory assignments) or a heap - noting that reserved resources do not have physical memory, and placed resources are borrowing memory from a heap.
            </p><p>Refer to the remarks for <strong>MakeResident</strong>.</p>
            </remarks>
            <doc-id>dn788676</doc-id>
            <unmanaged>HRESULT ID3D12Device::Evict([In] unsigned int NumObjects,[In, Buffer] const ID3D12Pageable** ppObjects)</unmanaged>
            <unmanaged-short>ID3D12Device::Evict</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.GpuDescriptorHandle">
            <summary>
            <p> Describes a GPU descriptor handle. </p>
            </summary>
            <remarks>
            <p> This structure is returned by <strong>ID3D12DescriptorHeap::GetGPUDescriptorHandleForHeapStart</strong>. </p><p> This structure is passed into the following methods: </p><ul> <li> <strong>ID3D12GraphicsCommandList::ClearUnorderedAccessViewFloat</strong> </li> <li> <strong>ID3D12GraphicsCommandList::ClearUnorderedAccessViewUint</strong> </li> <li> <strong>ID3D12GraphicsCommandList:SetComputeRootDescriptorTable</strong> </li> <li> <strong>ID3D12GraphicsCommandList::SetGraphicsRootDescriptorTable</strong> </li> </ul>
            </remarks>
            <doc-id>dn859391</doc-id>
            <unmanaged>D3D12_GPU_DESCRIPTOR_HANDLE</unmanaged>
            <unmanaged-short>D3D12_GPU_DESCRIPTOR_HANDLE</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GpuDescriptorHandle.op_Addition(SharpDX.Direct3D12.GpuDescriptorHandle,System.Int32)">
            <summary>
              Adds an offset to a descriptor handle
            </summary>
            <param name = "left">Initial descriptor handle</param>
            <param name = "right">Offset to apply, use <see cref="M:SharpDX.Direct3D12.Device.GetDescriptorHandleIncrementSize(SharpDX.Direct3D12.DescriptorHeapType)"/> with the relevant heap type.</param>
            <returns>Offsetted descriptor handle</returns>
        </member>
        <member name="F:SharpDX.Direct3D12.GpuDescriptorHandle.Ptr">
            <summary>
            <dd> <p> The address of the descriptor. </p> </dd>
            </summary>
            <doc-id>dn859391</doc-id>
            <unmanaged>ptr</unmanaged>
            <unmanaged-short>ptr</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.ClearDepthStencilView(SharpDX.Direct3D12.CpuDescriptorHandle,SharpDX.Direct3D12.ClearFlags,System.Single,System.Byte)">
            <summary>	
            <p>Clears the depth-stencil resource.</p>	
            </summary>	
            <param name="depthStencilView"><dd>  <p> Describes the CPU descriptor handle that represents the start of the heap for the depth stencil to be cleared. </p> </dd></param>	
            <param name="clearFlags"><dd>  <p> A combination of <strong><see cref="T:SharpDX.Direct3D12.ClearFlags" /></strong> values that are combined by using a bitwise OR operation. The resulting value identifies the type of data to clear (depth buffer, stencil buffer, or both). </p> </dd></param>	
            <param name="depth"><dd>  <p> A value to clear the depth buffer with. This value will be clamped between 0 and 1. </p> </dd></param>	
            <param name="stencil"><dd>  <p> A value to clear the stencil buffer with. </p> </dd></param>	
            <param name="numRects"><dd>  <p> The number of rectangles in the array that the <em>pRects</em> parameter specifies. </p> </dd></param>	
            <param name="rectsRef"><dd>  <p> An array of <strong>D3D12_RECT</strong> structures for the rectangles in the resource view to clear. If <strong><c>null</c></strong>, <strong>ClearDepthStencilView</strong> clears the entire resource view. </p> </dd></param>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D12GraphicsCommandList::ClearDepthStencilView']/*" />	
            <msdn-id>dn903840</msdn-id>	
            <unmanaged>void ID3D12GraphicsCommandList::ClearDepthStencilView([In] D3D12_CPU_DESCRIPTOR_HANDLE DepthStencilView,[In] D3D12_CLEAR_FLAGS ClearFlags,[In] float Depth,[In] unsigned char Stencil,[In] unsigned int NumRects,[In, Buffer] const RECT* pRects)</unmanaged>	
            <unmanaged-short>ID3D12GraphicsCommandList::ClearDepthStencilView</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.ClearRenderTargetView(SharpDX.Direct3D12.CpuDescriptorHandle,SharpDX.Mathematics.Interop.RawColor4)">
            <summary>	
            <p> Sets all the elements in a render target to one value. </p>	
            </summary>	
            <param name="renderTargetView"><dd>  <p> Specifies a <see cref="T:SharpDX.Direct3D12.CpuDescriptorHandle" /> structure that describes the CPU descriptor handle that represents the start of the heap for the render target to be cleared. </p> </dd></param>	
            <param name="colorRGBA"><dd>  <p> A 4-component array that represents the color to fill the render target with. </p> </dd></param>	
            <param name="numRects"><dd>  <p> The number of rectangles in the array that the <em>pRects</em> parameter specifies. </p> </dd></param>	
            <param name="rectsRef"><dd>  <p> An array of <strong>D3D12_RECT</strong> structures for the rectangles in the resource view to clear. If <strong><c>null</c></strong>, <strong>ClearRenderTargetView</strong> clears the entire resource view. </p> </dd></param>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D12GraphicsCommandList::ClearRenderTargetView']/*" />	
            <msdn-id>dn903842</msdn-id>	
            <unmanaged>void ID3D12GraphicsCommandList::ClearRenderTargetView([In] D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetView,[In] const SHARPDX_COLOR4* ColorRGBA,[In] unsigned int NumRects,[In, Buffer] const RECT* pRects)</unmanaged>	
            <unmanaged-short>ID3D12GraphicsCommandList::ClearRenderTargetView</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.ResourceBarrierTransition(SharpDX.Direct3D12.Resource,SharpDX.Direct3D12.ResourceStates,SharpDX.Direct3D12.ResourceStates)">
            <summary>	
            <p> Notifies the driver that it needs to synchronize multiple accesses to resources. </p>	
            </summary>	
            <param name="numBarriers"><dd>  <p> The number of submitted barrier descriptions. </p> </dd></param>	
            <param name="barriersRef"><dd>  <p> Pointer to an array of barrier descriptions. </p> </dd></param>	
            <remarks>	
            <p>There are three types of barrier descriptions:</p><ul> <li> <strong><see cref="T:SharpDX.Direct3D12.ResourceTransitionBarrier" /></strong> -  Transition barriers  indicate that a set of subresources transition between different usages.  The caller must specify the <em>before</em> and <em>after</em> usages of the subresources.  The D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES flag is used to transition all subresources in a resource at the same time. </li> <li> <strong><see cref="T:SharpDX.Direct3D12.ResourceAliasingBarrier" /></strong> - Aliasing barriers indicate a transition between usages of two different resources which have mappings into the same heap.  The application can specify both the before and the after resource.  Note that one or both resources can be <c>null</c> (indicating that any tiled resource could cause aliasing). </li> <li> <strong><see cref="T:SharpDX.Direct3D12.ResourceUnorderedAccessViewBarrier" /></strong> - Unordered access view barriers indicate all UAV accesses (read or writes) to a particular resource must complete before any future UAV accesses (read or write) can begin.  The specified resource cannot be <c>null</c>.  It is not necessary to insert a UAV barrier between two draw or dispatch calls which only read a UAV.  Additionally, it is not necessary to insert a UAV barrier between two draw or dispatch calls which write to the same UAV if the application knows that it is safe to execute the UAV accesses in any order.  The resource can be <c>null</c> (indicating that any UAV access could require the barrier). </li> </ul><p> When <strong><see cref="M:SharpDX.Direct3D12.GraphicsCommandList.ResourceBarrier(SharpDX.Direct3D12.ResourceBarrier)" /></strong> is passed an array of resource barrier descriptions, the API behaves as if it was called N times (1 for each array element), in the specified order. </p><p> For descriptions of the usage states a subresource can be in, see the <strong><see cref="T:SharpDX.Direct3D12.ResourceStates" /></strong> enumeration and the Using Resource Barriers to Synchronize Resource States in Direct3D 12 section. </p><p> A subresource can be in any state when <strong><see cref="M:SharpDX.Direct3D12.GraphicsCommandList.DiscardResource(SharpDX.Direct3D12.Resource,System.Nullable{SharpDX.Direct3D12.DiscardRegion})" /></strong> is called. </p><p> When a back buffer is presented, it must be in the <see cref="F:SharpDX.Direct3D12.ResourceStates.Present" /> state.  If <strong>Present</strong> is called on a resource which is not in the PRESENT state, a debug layer warning will be emitted. </p><p>The resource usage bits are group into two categories, read-only and read/write.</p><p> The following usage bits are read-only: </p><ul> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.VertexAndConstantBuffer" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.IndexBuffer" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.NonPixelShaderResource" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.PixelShaderResource" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.IndirectArgument" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.CopySource" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.DepthRead" /></li> </ul><p>The following usage bits are read/write:</p><ul> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.CopyDestination" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.RenderTarget" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.UnorderedAccess" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.DepthWrite" /></li> <li>D3D12_RESOURCE_STATE_GENERATE_MIPS</li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.StreamOut" /></li> </ul><p> At most one write bit can be set. If any write bit is set, then no read bit may be set. If no write bit is set, then any number of read bits may be set.  </p><p> At any given time, a subresource is in exactly one  state (determined by a set of flags).  The application must ensure that the states are matched when making a sequence of <strong>ResourceBarrier</strong> calls. In other words, the before and after states in consecutive calls to <strong>ResourceBarrier</strong> must agree. </p><p>To transition all subresources within a resource, the application can set the subresource index to D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES, which implies that all subresources are changed.</p><p> For improved performance, applications should use split barriers (refer to Synchronization and Multi-Engine). Applications should also batch multiple transitions into a single call whenever possible. </p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D12GraphicsCommandList::ResourceBarrier']/*" />	
            <msdn-id>dn903898</msdn-id>	
            <unmanaged>void ID3D12GraphicsCommandList::ResourceBarrier([In] unsigned int NumBarriers,[In, Buffer] const void* pBarriers)</unmanaged>	
            <unmanaged-short>ID3D12GraphicsCommandList::ResourceBarrier</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.ResourceBarrierTransition(SharpDX.Direct3D12.Resource,System.Int32,SharpDX.Direct3D12.ResourceStates,SharpDX.Direct3D12.ResourceStates)">
            <summary>	
            <p> Notifies the driver that it needs to synchronize multiple accesses to resources. </p>	
            </summary>	
            <param name="numBarriers"><dd>  <p> The number of submitted barrier descriptions. </p> </dd></param>	
            <param name="barriersRef"><dd>  <p> Pointer to an array of barrier descriptions. </p> </dd></param>	
            <remarks>	
            <p>There are three types of barrier descriptions:</p><ul> <li> <strong><see cref="T:SharpDX.Direct3D12.ResourceTransitionBarrier" /></strong> -  Transition barriers  indicate that a set of subresources transition between different usages.  The caller must specify the <em>before</em> and <em>after</em> usages of the subresources.  The D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES flag is used to transition all subresources in a resource at the same time. </li> <li> <strong><see cref="T:SharpDX.Direct3D12.ResourceAliasingBarrier" /></strong> - Aliasing barriers indicate a transition between usages of two different resources which have mappings into the same heap.  The application can specify both the before and the after resource.  Note that one or both resources can be <c>null</c> (indicating that any tiled resource could cause aliasing). </li> <li> <strong><see cref="T:SharpDX.Direct3D12.ResourceUnorderedAccessViewBarrier" /></strong> - Unordered access view barriers indicate all UAV accesses (read or writes) to a particular resource must complete before any future UAV accesses (read or write) can begin.  The specified resource cannot be <c>null</c>.  It is not necessary to insert a UAV barrier between two draw or dispatch calls which only read a UAV.  Additionally, it is not necessary to insert a UAV barrier between two draw or dispatch calls which write to the same UAV if the application knows that it is safe to execute the UAV accesses in any order.  The resource can be <c>null</c> (indicating that any UAV access could require the barrier). </li> </ul><p> When <strong><see cref="M:SharpDX.Direct3D12.GraphicsCommandList.ResourceBarrier(SharpDX.Direct3D12.ResourceBarrier)" /></strong> is passed an array of resource barrier descriptions, the API behaves as if it was called N times (1 for each array element), in the specified order. </p><p> For descriptions of the usage states a subresource can be in, see the <strong><see cref="T:SharpDX.Direct3D12.ResourceStates" /></strong> enumeration and the Using Resource Barriers to Synchronize Resource States in Direct3D 12 section. </p><p> A subresource can be in any state when <strong><see cref="M:SharpDX.Direct3D12.GraphicsCommandList.DiscardResource(SharpDX.Direct3D12.Resource,System.Nullable{SharpDX.Direct3D12.DiscardRegion})" /></strong> is called. </p><p> When a back buffer is presented, it must be in the <see cref="F:SharpDX.Direct3D12.ResourceStates.Present" /> state.  If <strong>Present</strong> is called on a resource which is not in the PRESENT state, a debug layer warning will be emitted. </p><p>The resource usage bits are group into two categories, read-only and read/write.</p><p> The following usage bits are read-only: </p><ul> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.VertexAndConstantBuffer" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.IndexBuffer" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.NonPixelShaderResource" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.PixelShaderResource" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.IndirectArgument" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.CopySource" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.DepthRead" /></li> </ul><p>The following usage bits are read/write:</p><ul> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.CopyDestination" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.RenderTarget" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.UnorderedAccess" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.DepthWrite" /></li> <li>D3D12_RESOURCE_STATE_GENERATE_MIPS</li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.StreamOut" /></li> </ul><p> At most one write bit can be set. If any write bit is set, then no read bit may be set. If no write bit is set, then any number of read bits may be set.  </p><p> At any given time, a subresource is in exactly one  state (determined by a set of flags).  The application must ensure that the states are matched when making a sequence of <strong>ResourceBarrier</strong> calls. In other words, the before and after states in consecutive calls to <strong>ResourceBarrier</strong> must agree. </p><p>To transition all subresources within a resource, the application can set the subresource index to D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES, which implies that all subresources are changed.</p><p> For improved performance, applications should use split barriers (refer to Synchronization and Multi-Engine). Applications should also batch multiple transitions into a single call whenever possible. </p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D12GraphicsCommandList::ResourceBarrier']/*" />	
            <msdn-id>dn903898</msdn-id>	
            <unmanaged>void ID3D12GraphicsCommandList::ResourceBarrier([In] unsigned int NumBarriers,[In, Buffer] const void* pBarriers)</unmanaged>	
            <unmanaged-short>ID3D12GraphicsCommandList::ResourceBarrier</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.ResourceBarrierAliasing(SharpDX.Direct3D12.Resource,SharpDX.Direct3D12.Resource)">
            <summary>	
            <p> Notifies the driver that it needs to synchronize multiple accesses to resources. </p>	
            </summary>	
            <param name="numBarriers"><dd>  <p> The number of submitted barrier descriptions. </p> </dd></param>	
            <param name="barriersRef"><dd>  <p> Pointer to an array of barrier descriptions. </p> </dd></param>	
            <remarks>	
            <p>There are three types of barrier descriptions:</p><ul> <li> <strong><see cref="T:SharpDX.Direct3D12.ResourceTransitionBarrier" /></strong> -  Transition barriers  indicate that a set of subresources transition between different usages.  The caller must specify the <em>before</em> and <em>after</em> usages of the subresources.  The D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES flag is used to transition all subresources in a resource at the same time. </li> <li> <strong><see cref="T:SharpDX.Direct3D12.ResourceAliasingBarrier" /></strong> - Aliasing barriers indicate a transition between usages of two different resources which have mappings into the same heap.  The application can specify both the before and the after resource.  Note that one or both resources can be <c>null</c> (indicating that any tiled resource could cause aliasing). </li> <li> <strong><see cref="T:SharpDX.Direct3D12.ResourceUnorderedAccessViewBarrier" /></strong> - Unordered access view barriers indicate all UAV accesses (read or writes) to a particular resource must complete before any future UAV accesses (read or write) can begin.  The specified resource cannot be <c>null</c>.  It is not necessary to insert a UAV barrier between two draw or dispatch calls which only read a UAV.  Additionally, it is not necessary to insert a UAV barrier between two draw or dispatch calls which write to the same UAV if the application knows that it is safe to execute the UAV accesses in any order.  The resource can be <c>null</c> (indicating that any UAV access could require the barrier). </li> </ul><p> When <strong><see cref="M:SharpDX.Direct3D12.GraphicsCommandList.ResourceBarrier(SharpDX.Direct3D12.ResourceBarrier)" /></strong> is passed an array of resource barrier descriptions, the API behaves as if it was called N times (1 for each array element), in the specified order. </p><p> For descriptions of the usage states a subresource can be in, see the <strong><see cref="T:SharpDX.Direct3D12.ResourceStates" /></strong> enumeration and the Using Resource Barriers to Synchronize Resource States in Direct3D 12 section. </p><p> A subresource can be in any state when <strong><see cref="M:SharpDX.Direct3D12.GraphicsCommandList.DiscardResource(SharpDX.Direct3D12.Resource,System.Nullable{SharpDX.Direct3D12.DiscardRegion})" /></strong> is called. </p><p> When a back buffer is presented, it must be in the <see cref="F:SharpDX.Direct3D12.ResourceStates.Present" /> state.  If <strong>Present</strong> is called on a resource which is not in the PRESENT state, a debug layer warning will be emitted. </p><p>The resource usage bits are group into two categories, read-only and read/write.</p><p> The following usage bits are read-only: </p><ul> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.VertexAndConstantBuffer" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.IndexBuffer" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.NonPixelShaderResource" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.PixelShaderResource" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.IndirectArgument" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.CopySource" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.DepthRead" /></li> </ul><p>The following usage bits are read/write:</p><ul> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.CopyDestination" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.RenderTarget" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.UnorderedAccess" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.DepthWrite" /></li> <li>D3D12_RESOURCE_STATE_GENERATE_MIPS</li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.StreamOut" /></li> </ul><p> At most one write bit can be set. If any write bit is set, then no read bit may be set. If no write bit is set, then any number of read bits may be set.  </p><p> At any given time, a subresource is in exactly one  state (determined by a set of flags).  The application must ensure that the states are matched when making a sequence of <strong>ResourceBarrier</strong> calls. In other words, the before and after states in consecutive calls to <strong>ResourceBarrier</strong> must agree. </p><p>To transition all subresources within a resource, the application can set the subresource index to D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES, which implies that all subresources are changed.</p><p> For improved performance, applications should use split barriers (refer to Synchronization and Multi-Engine). Applications should also batch multiple transitions into a single call whenever possible. </p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D12GraphicsCommandList::ResourceBarrier']/*" />	
            <msdn-id>dn903898</msdn-id>	
            <unmanaged>void ID3D12GraphicsCommandList::ResourceBarrier([In] unsigned int NumBarriers,[In, Buffer] const void* pBarriers)</unmanaged>	
            <unmanaged-short>ID3D12GraphicsCommandList::ResourceBarrier</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.ResourceBarrier(SharpDX.Direct3D12.ResourceBarrier)">
            <summary>	
            <p> Notifies the driver that it needs to synchronize multiple accesses to resources. </p>	
            </summary>	
            <param name="numBarriers"><dd>  <p> The number of submitted barrier descriptions. </p> </dd></param>	
            <param name="barriersRef"><dd>  <p> Pointer to an array of barrier descriptions. </p> </dd></param>	
            <remarks>	
            <p>There are three types of barrier descriptions:</p><ul> <li> <strong><see cref="T:SharpDX.Direct3D12.ResourceTransitionBarrier" /></strong> -  Transition barriers  indicate that a set of subresources transition between different usages.  The caller must specify the <em>before</em> and <em>after</em> usages of the subresources.  The D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES flag is used to transition all subresources in a resource at the same time. </li> <li> <strong><see cref="T:SharpDX.Direct3D12.ResourceAliasingBarrier" /></strong> - Aliasing barriers indicate a transition between usages of two different resources which have mappings into the same heap.  The application can specify both the before and the after resource.  Note that one or both resources can be <c>null</c> (indicating that any tiled resource could cause aliasing). </li> <li> <strong><see cref="T:SharpDX.Direct3D12.ResourceUnorderedAccessViewBarrier" /></strong> - Unordered access view barriers indicate all UAV accesses (read or writes) to a particular resource must complete before any future UAV accesses (read or write) can begin.  The specified resource cannot be <c>null</c>.  It is not necessary to insert a UAV barrier between two draw or dispatch calls which only read a UAV.  Additionally, it is not necessary to insert a UAV barrier between two draw or dispatch calls which write to the same UAV if the application knows that it is safe to execute the UAV accesses in any order.  The resource can be <c>null</c> (indicating that any UAV access could require the barrier). </li> </ul><p> When <strong><see cref="M:SharpDX.Direct3D12.GraphicsCommandList.ResourceBarrier(SharpDX.Direct3D12.ResourceBarrier)" /></strong> is passed an array of resource barrier descriptions, the API behaves as if it was called N times (1 for each array element), in the specified order. </p><p> For descriptions of the usage states a subresource can be in, see the <strong><see cref="T:SharpDX.Direct3D12.ResourceStates" /></strong> enumeration and the Using Resource Barriers to Synchronize Resource States in Direct3D 12 section. </p><p> A subresource can be in any state when <strong><see cref="M:SharpDX.Direct3D12.GraphicsCommandList.DiscardResource(SharpDX.Direct3D12.Resource,System.Nullable{SharpDX.Direct3D12.DiscardRegion})" /></strong> is called. </p><p> When a back buffer is presented, it must be in the <see cref="F:SharpDX.Direct3D12.ResourceStates.Present" /> state.  If <strong>Present</strong> is called on a resource which is not in the PRESENT state, a debug layer warning will be emitted. </p><p>The resource usage bits are group into two categories, read-only and read/write.</p><p> The following usage bits are read-only: </p><ul> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.VertexAndConstantBuffer" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.IndexBuffer" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.NonPixelShaderResource" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.PixelShaderResource" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.IndirectArgument" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.CopySource" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.DepthRead" /></li> </ul><p>The following usage bits are read/write:</p><ul> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.CopyDestination" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.RenderTarget" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.UnorderedAccess" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.DepthWrite" /></li> <li>D3D12_RESOURCE_STATE_GENERATE_MIPS</li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.StreamOut" /></li> </ul><p> At most one write bit can be set. If any write bit is set, then no read bit may be set. If no write bit is set, then any number of read bits may be set.  </p><p> At any given time, a subresource is in exactly one  state (determined by a set of flags).  The application must ensure that the states are matched when making a sequence of <strong>ResourceBarrier</strong> calls. In other words, the before and after states in consecutive calls to <strong>ResourceBarrier</strong> must agree. </p><p>To transition all subresources within a resource, the application can set the subresource index to D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES, which implies that all subresources are changed.</p><p> For improved performance, applications should use split barriers (refer to Synchronization and Multi-Engine). Applications should also batch multiple transitions into a single call whenever possible. </p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D12GraphicsCommandList::ResourceBarrier']/*" />	
            <msdn-id>dn903898</msdn-id>	
            <unmanaged>void ID3D12GraphicsCommandList::ResourceBarrier([In] unsigned int NumBarriers,[In, Buffer] const void* pBarriers)</unmanaged>	
            <unmanaged-short>ID3D12GraphicsCommandList::ResourceBarrier</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.ResourceBarrier(SharpDX.Direct3D12.ResourceBarrier[])">
            <summary>	
            <p> Notifies the driver that it needs to synchronize multiple accesses to resources. </p>	
            </summary>	
            <param name="numBarriers"><dd>  <p> The number of submitted barrier descriptions. </p> </dd></param>	
            <param name="barriersRef"><dd>  <p> Pointer to an array of barrier descriptions. </p> </dd></param>	
            <remarks>	
            <p>There are three types of barrier descriptions:</p><ul> <li> <strong><see cref="T:SharpDX.Direct3D12.ResourceTransitionBarrier" /></strong> -  Transition barriers  indicate that a set of subresources transition between different usages.  The caller must specify the <em>before</em> and <em>after</em> usages of the subresources.  The D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES flag is used to transition all subresources in a resource at the same time. </li> <li> <strong><see cref="T:SharpDX.Direct3D12.ResourceAliasingBarrier" /></strong> - Aliasing barriers indicate a transition between usages of two different resources which have mappings into the same heap.  The application can specify both the before and the after resource.  Note that one or both resources can be <c>null</c> (indicating that any tiled resource could cause aliasing). </li> <li> <strong><see cref="T:SharpDX.Direct3D12.ResourceUnorderedAccessViewBarrier" /></strong> - Unordered access view barriers indicate all UAV accesses (read or writes) to a particular resource must complete before any future UAV accesses (read or write) can begin.  The specified resource cannot be <c>null</c>.  It is not necessary to insert a UAV barrier between two draw or dispatch calls which only read a UAV.  Additionally, it is not necessary to insert a UAV barrier between two draw or dispatch calls which write to the same UAV if the application knows that it is safe to execute the UAV accesses in any order.  The resource can be <c>null</c> (indicating that any UAV access could require the barrier). </li> </ul><p> When <strong><see cref="M:SharpDX.Direct3D12.GraphicsCommandList.ResourceBarrier(SharpDX.Direct3D12.ResourceBarrier)" /></strong> is passed an array of resource barrier descriptions, the API behaves as if it was called N times (1 for each array element), in the specified order. </p><p> For descriptions of the usage states a subresource can be in, see the <strong><see cref="T:SharpDX.Direct3D12.ResourceStates" /></strong> enumeration and the Using Resource Barriers to Synchronize Resource States in Direct3D 12 section. </p><p> A subresource can be in any state when <strong><see cref="M:SharpDX.Direct3D12.GraphicsCommandList.DiscardResource(SharpDX.Direct3D12.Resource,System.Nullable{SharpDX.Direct3D12.DiscardRegion})" /></strong> is called. </p><p> When a back buffer is presented, it must be in the <see cref="F:SharpDX.Direct3D12.ResourceStates.Present" /> state.  If <strong>Present</strong> is called on a resource which is not in the PRESENT state, a debug layer warning will be emitted. </p><p>The resource usage bits are group into two categories, read-only and read/write.</p><p> The following usage bits are read-only: </p><ul> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.VertexAndConstantBuffer" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.IndexBuffer" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.NonPixelShaderResource" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.PixelShaderResource" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.IndirectArgument" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.CopySource" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.DepthRead" /></li> </ul><p>The following usage bits are read/write:</p><ul> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.CopyDestination" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.RenderTarget" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.UnorderedAccess" /></li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.DepthWrite" /></li> <li>D3D12_RESOURCE_STATE_GENERATE_MIPS</li> <li><see cref="F:SharpDX.Direct3D12.ResourceStates.StreamOut" /></li> </ul><p> At most one write bit can be set. If any write bit is set, then no read bit may be set. If no write bit is set, then any number of read bits may be set.  </p><p> At any given time, a subresource is in exactly one  state (determined by a set of flags).  The application must ensure that the states are matched when making a sequence of <strong>ResourceBarrier</strong> calls. In other words, the before and after states in consecutive calls to <strong>ResourceBarrier</strong> must agree. </p><p>To transition all subresources within a resource, the application can set the subresource index to D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES, which implies that all subresources are changed.</p><p> For improved performance, applications should use split barriers (refer to Synchronization and Multi-Engine). Applications should also batch multiple transitions into a single call whenever possible. </p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D12GraphicsCommandList::ResourceBarrier']/*" />	
            <msdn-id>dn903898</msdn-id>	
            <unmanaged>void ID3D12GraphicsCommandList::ResourceBarrier([In] unsigned int NumBarriers,[In, Buffer] const void* pBarriers)</unmanaged>	
            <unmanaged-short>ID3D12GraphicsCommandList::ResourceBarrier</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetDescriptorHeaps(SharpDX.Direct3D12.DescriptorHeap[])">
            <summary>	
            <p> Changes the currently bound descriptor heaps that are associated with a command list. </p>	
            </summary>	
            <param name="descriptorHeaps"><dd>  <p> A reference to an array of <strong><see cref="T:SharpDX.Direct3D12.DescriptorHeap" /></strong> objects for the heaps to set on the command list. </p> </dd></param>	
            <remarks>	
            <p><strong>SetDescriptorHeaps</strong> can be called on a bundle, but the bundle descriptor heaps must match the calling command list descriptor heap. For more information on bundle restrictions, refer to Creating and Recording Command Lists and Bundles.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D12GraphicsCommandList::SetDescriptorHeaps']/*" />	
            <msdn-id>Dn903908</msdn-id>	
            <unmanaged>void ID3D12GraphicsCommandList::SetDescriptorHeaps([In] unsigned int NumDescriptorHeaps,[In, Buffer] const ID3D12DescriptorHeap** ppDescriptorHeaps)</unmanaged>	
            <unmanaged-short>ID3D12GraphicsCommandList::SetDescriptorHeaps</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetRenderTargets(System.Int32,SharpDX.Direct3D12.CpuDescriptorHandle,System.Nullable{SharpDX.Direct3D12.CpuDescriptorHandle})">
            <summary>	
            <p> Sets CPU descriptor handles for the render targets and depth stencil. </p>	
            </summary>	
            <param name="numRenderTargetDescriptors"><dd>  <p> The number of entries in the <em>pRenderTargetDescriptors</em> array. </p> </dd></param>	
            <param name="renderTargetDescriptorsRef"><dd>  <p> Specifies an array of <strong><see cref="T:SharpDX.Direct3D12.CpuDescriptorHandle" /></strong> structures that describe the CPU descriptor handles that represents the start of the heap of render target descriptors. </p> </dd></param>	
            <param name="rTsSingleHandleToDescriptorRange"><dd>  <p><strong>True</strong> means the handle passed in is the reference to a contiguous range of <em>NumRenderTargetDescriptors</em> descriptors.  This case is useful if the set of descriptors to bind already happens to be contiguous in memory (so all that?s needed is a handle to the first one).  For example, if  <em>NumRenderTargetDescriptors</em> is 3 then the memory layout is taken as follows:</p><p>In this case the driver dereferences the handle and then increments the memory being pointed to.</p> <p><strong>False</strong> means that the handle is the first of an array of <em>NumRenderTargetDescriptors</em> handles.  The false case allows an application to bind a set of descriptors from different locations at once. Again assuming that <em>NumRenderTargetDescriptors</em> is 3, the memory layout is taken as follows:</p><p>In this case the driver dereferences three handles that are expected to be adjacent to each other in memory.</p> </dd></param>	
            <param name="depthStencilDescriptorRef"><dd>  <p> A reference to a <strong><see cref="T:SharpDX.Direct3D12.CpuDescriptorHandle" /></strong> structure that describes the CPU descriptor handle that represents the start of the heap that holds the depth stencil descriptor. </p> </dd></param>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D12GraphicsCommandList::OMSetRenderTargets']/*" />	
            <msdn-id>dn986884</msdn-id>	
            <unmanaged>void ID3D12GraphicsCommandList::OMSetRenderTargets([In] unsigned int NumRenderTargetDescriptors,[In, Optional] const void* pRenderTargetDescriptors,[In] BOOL RTsSingleHandleToDescriptorRange,[In, Optional] const D3D12_CPU_DESCRIPTOR_HANDLE* pDepthStencilDescriptor)</unmanaged>	
            <unmanaged-short>ID3D12GraphicsCommandList::OMSetRenderTargets</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetRenderTargets(SharpDX.Direct3D12.CpuDescriptorHandle[],System.Nullable{SharpDX.Direct3D12.CpuDescriptorHandle})">
            <summary>	
            <p> Sets CPU descriptor handles for the render targets and depth stencil. </p>	
            </summary>	
            <param name="numRenderTargetDescriptors"><dd>  <p> The number of entries in the <em>pRenderTargetDescriptors</em> array. </p> </dd></param>	
            <param name="renderTargetDescriptorsRef"><dd>  <p> Specifies an array of <strong><see cref="T:SharpDX.Direct3D12.CpuDescriptorHandle" /></strong> structures that describe the CPU descriptor handles that represents the start of the heap of render target descriptors. </p> </dd></param>	
            <param name="rTsSingleHandleToDescriptorRange"><dd>  <p><strong>True</strong> means the handle passed in is the reference to a contiguous range of <em>NumRenderTargetDescriptors</em> descriptors.  This case is useful if the set of descriptors to bind already happens to be contiguous in memory (so all that?s needed is a handle to the first one).  For example, if  <em>NumRenderTargetDescriptors</em> is 3 then the memory layout is taken as follows:</p><p>In this case the driver dereferences the handle and then increments the memory being pointed to.</p> <p><strong>False</strong> means that the handle is the first of an array of <em>NumRenderTargetDescriptors</em> handles.  The false case allows an application to bind a set of descriptors from different locations at once. Again assuming that <em>NumRenderTargetDescriptors</em> is 3, the memory layout is taken as follows:</p><p>In this case the driver dereferences three handles that are expected to be adjacent to each other in memory.</p> </dd></param>	
            <param name="depthStencilDescriptorRef"><dd>  <p> A reference to a <strong><see cref="T:SharpDX.Direct3D12.CpuDescriptorHandle" /></strong> structure that describes the CPU descriptor handle that represents the start of the heap that holds the depth stencil descriptor. </p> </dd></param>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D12GraphicsCommandList::OMSetRenderTargets']/*" />	
            <msdn-id>dn986884</msdn-id>	
            <unmanaged>void ID3D12GraphicsCommandList::OMSetRenderTargets([In] unsigned int NumRenderTargetDescriptors,[In, Optional] const void* pRenderTargetDescriptors,[In] BOOL RTsSingleHandleToDescriptorRange,[In, Optional] const D3D12_CPU_DESCRIPTOR_HANDLE* pDepthStencilDescriptor)</unmanaged>	
            <unmanaged-short>ID3D12GraphicsCommandList::OMSetRenderTargets</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetRenderTargets(System.Nullable{SharpDX.Direct3D12.CpuDescriptorHandle},System.Nullable{SharpDX.Direct3D12.CpuDescriptorHandle})">
            <summary>	
            <p> Sets CPU descriptor handles for the render targets and depth stencil. </p>	
            </summary>	
            <param name="numRenderTargetDescriptors"><dd>  <p> The number of entries in the <em>pRenderTargetDescriptors</em> array. </p> </dd></param>	
            <param name="renderTargetDescriptorsRef"><dd>  <p> Specifies an array of <strong><see cref="T:SharpDX.Direct3D12.CpuDescriptorHandle" /></strong> structures that describe the CPU descriptor handles that represents the start of the heap of render target descriptors. </p> </dd></param>	
            <param name="rTsSingleHandleToDescriptorRange"><dd>  <p><strong>True</strong> means the handle passed in is the reference to a contiguous range of <em>NumRenderTargetDescriptors</em> descriptors.  This case is useful if the set of descriptors to bind already happens to be contiguous in memory (so all that?s needed is a handle to the first one).  For example, if  <em>NumRenderTargetDescriptors</em> is 3 then the memory layout is taken as follows:</p><p>In this case the driver dereferences the handle and then increments the memory being pointed to.</p> <p><strong>False</strong> means that the handle is the first of an array of <em>NumRenderTargetDescriptors</em> handles.  The false case allows an application to bind a set of descriptors from different locations at once. Again assuming that <em>NumRenderTargetDescriptors</em> is 3, the memory layout is taken as follows:</p><p>In this case the driver dereferences three handles that are expected to be adjacent to each other in memory.</p> </dd></param>	
            <param name="depthStencilDescriptorRef"><dd>  <p> A reference to a <strong><see cref="T:SharpDX.Direct3D12.CpuDescriptorHandle" /></strong> structure that describes the CPU descriptor handle that represents the start of the heap that holds the depth stencil descriptor. </p> </dd></param>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D12GraphicsCommandList::OMSetRenderTargets']/*" />	
            <msdn-id>dn986884</msdn-id>	
            <unmanaged>void ID3D12GraphicsCommandList::OMSetRenderTargets([In] unsigned int NumRenderTargetDescriptors,[In, Optional] const void* pRenderTargetDescriptors,[In] BOOL RTsSingleHandleToDescriptorRange,[In, Optional] const D3D12_CPU_DESCRIPTOR_HANDLE* pDepthStencilDescriptor)</unmanaged>	
            <unmanaged-short>ID3D12GraphicsCommandList::OMSetRenderTargets</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetVertexBuffers(System.Int32,SharpDX.Direct3D12.VertexBufferView[],System.Int32)">
            <summary>	
            <p>Sets a CPU descriptor handle for the vertex buffers.</p>	
            </summary>	
            <param name="startSlot"><dd>  <p> Index into the device's zero-based array to begin setting vertex buffers. </p> </dd></param>	
            <param name="vertexBufferViews"><dd>  <p> Specifies the vertex buffer views in an array of <strong><see cref="T:SharpDX.Direct3D12.VertexBufferView"/></strong> structures. </p> </dd></param>	
            <param name="numBuffers"><dd>  <p> The number of views in the <em>pViews</em> array. </p> </dd></param>	
            <msdn-id>dn986883</msdn-id>	
            <unmanaged>void ID3D12GraphicsCommandList::IASetVertexBuffers([In] unsigned int StartSlot,[In] unsigned int NumViews,[In] const void* pViews)</unmanaged>	
            <unmanaged-short>ID3D12GraphicsCommandList::IASetVertexBuffers</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetVertexBuffers(System.Int32,SharpDX.Direct3D12.VertexBufferView[])">
            <summary>	
            <p>Sets a CPU descriptor handle for the vertex buffers.</p>	
            </summary>	
            <param name="startSlot"><dd>  <p> Index into the device's zero-based array to begin setting vertex buffers. </p> </dd></param>	
            <param name="vertexBufferViews"><dd>  <p> Specifies the vertex buffer views in an array of <strong><see cref="T:SharpDX.Direct3D12.VertexBufferView"/></strong> structures. </p> </dd></param>
            <msdn-id>dn986883</msdn-id>	
            <unmanaged>void ID3D12GraphicsCommandList::IASetVertexBuffers([In] unsigned int StartSlot,[In] unsigned int NumViews,[In] const void* pViews)</unmanaged>	
            <unmanaged-short>ID3D12GraphicsCommandList::IASetVertexBuffers</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetVertexBuffer(System.Int32,SharpDX.Direct3D12.VertexBufferView)">
            <summary>	
            <p>Sets a CPU descriptor handle for the vertex buffers.</p>	
            </summary>	
            <param name="startSlot"><dd>  <p> Index into the device's zero-based array to begin setting vertex buffers. </p> </dd></param>	
            <param name="vertexBufferView"><dd>  <p> Specifies the vertex buffer view of <strong><see cref="T:SharpDX.Direct3D12.VertexBufferView"/></strong> structures. </p> </dd></param>	
            <msdn-id>dn986883</msdn-id>	
            <unmanaged>void ID3D12GraphicsCommandList::IASetVertexBuffers([In] unsigned int StartSlot,[In] unsigned int NumViews,[In] const void* pViews)</unmanaged>	
            <unmanaged-short>ID3D12GraphicsCommandList::IASetVertexBuffers</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetViewports(SharpDX.Mathematics.Interop.RawViewportF[])">
            <summary>	
            <p> Bind an array of viewports to the rasterizer stage of the pipeline. </p>	
            </summary>	
            <param name="viewports"><dd>  <p> Number of viewports to bind. The range of valid values is (0, D3D12_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE). </p> </dd></param>	
            <remarks>	
            <p> All viewports must be set atomically as one operation. Any viewports not defined by the call are disabled. </p><p> Which viewport to use is determined by the SV_ViewportArrayIndex semantic output by a geometry shader; if a geometry shader does not specify the semantic, Direct3D will use the first viewport in the array. </p><strong>Note</strong> Even though you specify float values to the members of the <strong><see cref="T:SharpDX.Direct3D12.Viewport"/></strong> structure for the <em>pViewports</em> array in a call to  <strong>RSSetViewports</strong> for feature levels 9_x, <strong>RSSetViewports</strong> uses DWORDs internally. Because of this behavior, when you use a negative top left corner for the viewport, the call to  <strong>RSSetViewports</strong> for feature levels 9_x fails. This failure occurs because <strong>RSSetViewports</strong> for 9_x casts the floating point values into unsigned integers without validation, which results in integer overflow.	
            </remarks>	
            <msdn-id>dn903900</msdn-id>	
            <unmanaged>void ID3D12GraphicsCommandList::RSSetViewports([In] unsigned int NumViewports,[In, Buffer] const D3D12_VIEWPORT* pViewports)</unmanaged>	
            <unmanaged-short>ID3D12GraphicsCommandList::RSSetViewports</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetViewport(SharpDX.Mathematics.Interop.RawViewportF)">
            <summary>	
            <p> Bind an array of viewports to the rasterizer stage of the pipeline. </p>	
            </summary>	
            <param name="viewport"><dd>  <p> Number of viewports to bind. The range of valid values is (0, D3D12_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE). </p> </dd></param>	
            <remarks>	
            <p> All viewports must be set atomically as one operation. Any viewports not defined by the call are disabled. </p><p> Which viewport to use is determined by the SV_ViewportArrayIndex semantic output by a geometry shader; if a geometry shader does not specify the semantic, Direct3D will use the first viewport in the array. </p><strong>Note</strong> Even though you specify float values to the members of the <strong><see cref="T:SharpDX.Direct3D12.Viewport"/></strong> structure for the <em>pViewports</em> array in a call to  <strong>RSSetViewports</strong> for feature levels 9_x, <strong>RSSetViewports</strong> uses DWORDs internally. Because of this behavior, when you use a negative top left corner for the viewport, the call to  <strong>RSSetViewports</strong> for feature levels 9_x fails. This failure occurs because <strong>RSSetViewports</strong> for 9_x casts the floating point values into unsigned integers without validation, which results in integer overflow.	
            </remarks>	
            <msdn-id>dn903900</msdn-id>	
            <unmanaged>void ID3D12GraphicsCommandList::RSSetViewports([In] unsigned int NumViewports,[In, Buffer] const D3D12_VIEWPORT* pViewports)</unmanaged>	
            <unmanaged-short>ID3D12GraphicsCommandList::RSSetViewports</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetScissorRectangles(SharpDX.Mathematics.Interop.RawRectangle[])">
            <summary>	
            Binds an array of scissor rectangles to the rasterizer stage. 
            </summary>	
            <param name="rectangles">No documentation.</param>	
            <msdn-id>dn903899</msdn-id>	
            <unmanaged>void ID3D12GraphicsCommandList::RSSetScissorRects([In] unsigned int NumRects,[In, Buffer] const RECT* pRects)</unmanaged>	
            <unmanaged-short>ID3D12GraphicsCommandList::RSSetScissorRects</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetScissorRectangles(SharpDX.Mathematics.Interop.RawRectangle)">
            <summary>	
            Binds an array of scissor rectangles to the rasterizer stage. 
            </summary>	
            <param name="rectangle">No documentation.</param>	
            <msdn-id>dn903899</msdn-id>	
            <unmanaged>void ID3D12GraphicsCommandList::RSSetScissorRects([In] unsigned int NumRects,[In, Buffer] const RECT* pRects)</unmanaged>	
            <unmanaged-short>ID3D12GraphicsCommandList::RSSetScissorRects</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.BeginEvent(System.String)">
            <summary>	
            <p> For internal use only. </p>	
            </summary>	
            <param name="name"><dd>  <p> Internal. </p> </dd></param>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D12GraphicsCommandList::BeginEvent']/*" />	
            <msdn-id>dn986879</msdn-id>	
            <unmanaged>void ID3D12GraphicsCommandList::BeginEvent([In] unsigned int Metadata,[In, Buffer, Optional] const void* pData,[In] unsigned int Size)</unmanaged>	
            <unmanaged-short>ID3D12GraphicsCommandList::BeginEvent</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetMarker(System.String)">
            <summary>	
            <p> For internal use only.</p>	
            </summary>	
            <param name="name"><dd>  <p> Internal. </p> </dd></param>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D12GraphicsCommandList::SetMarker']/*" />	
            <msdn-id>dn986885</msdn-id>	
            <unmanaged>void ID3D12GraphicsCommandList::SetMarker([In] unsigned int Metadata,[In, Buffer, Optional] const void* pData,[In] unsigned int Size)</unmanaged>	
            <unmanaged-short>ID3D12GraphicsCommandList::SetMarker</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.ExecuteIndirect(SharpDX.Direct3D12.CommandSignature,System.Int32,SharpDX.Direct3D12.Resource,System.Int64)">
            <summary>	
            <p> Apps perform indirect draws/dispatches using the <strong>ExecuteIndirect</strong> method. </p>	
            </summary>	
            <param name="commandSignature"><dd>  <p> Specifies a <strong><see cref="T:SharpDX.Direct3D12.CommandSignature"/></strong>. The data referenced by <em>pArgumentBuffer</em> will be interpreted depending on the contents of the command signature. Refer to Indirect Drawing for the APIs that are used to create a command signature. </p> </dd></param>	
            <param name="maxCommandCount"><dd>  <p>There are two ways that command counts can be specified:</p> <ul> <li> If <em>pCountBuffer</em> is not <c>null</c>, then <em>MaxCommandCount</em> specifies the maximum number of operations which will be performed.  The actual number of operations to be performed are defined by the minimum of this value, and a 32-bit unsigned integer contained in <em>pCountBuffer</em> (at the byte offset specified by <em>CountBufferOffset</em>). </li> <li> If <em>pCountBuffer</em> is <c>null</c>, the <em>MaxCommandCount</em> specifies the exact number of operations which will be performed. </li> </ul> </dd></param>	
            <param name="argumentBuffer"><dd>  <p> Specifies one or more <strong><see cref="T:SharpDX.Direct3D12.Resource"/></strong> objects, containing the command arguments. </p> </dd></param>	
            <param name="argumentBufferOffset"><dd>  <p> Specifies an offset into <em>pArgumentBuffer</em> to identify the first command argument. </p> </dd></param>	
            <remarks>	
            <p>The semantics of this API are defined with the following pseudo-code:</p><p>Non-<c>null</c> pCountBuffer:</p><code>// Read draw count out of count buffer	
            UINT CommandCount = pCountBuffer-&gt;ReadUINT32(CountBufferOffset); CommandCount = min(CommandCount, MaxCommandCount) // Get reference to first Commanding argument	
            BYTE* Arguments = pArgumentBuffer-&gt;GetBase() + ArgumentBufferOffset; for(UINT CommandIndex = 0; CommandIndex &lt; CommandCount; CommandIndex++)	
            { // Interpret the data contained in *Arguments // according to the command signature pCommandSignature-&gt;Interpret(Arguments); Arguments += pCommandSignature -&gt;GetByteStride();	
            }	
            </code><p><c>null</c> pCountBuffer:</p><code>// Get reference to first Commanding argument	
            BYTE* Arguments = pArgumentBuffer-&gt;GetBase() + ArgumentBufferOffset; for(UINT CommandIndex = 0; CommandIndex &lt; MaxCommandCount; CommandIndex++)	
            { // Interpret the data contained in *Arguments // according to the command signature pCommandSignature-&gt;Interpret(Arguments); Arguments += pCommandSignature -&gt;GetByteStride();	
            }	
            </code><p>The debug layer will issue an error if either the count buffer or the argument buffer are not in the <see cref="F:SharpDX.Direct3D12.ResourceStates.IndirectArgument"/> state. The core runtime will validate:</p><ul> <li><em>CountBufferOffset</em> and <em>ArgumentBufferOffset</em> are 4-byte aligned </li> <li><em>pCountBuffer</em> and <em>pArgumentBuffer</em> are buffer resources (any heap type) </li> <li> The offset implied by <em>MaxCommandCount</em>, <em>ArgumentBufferOffset</em>, and the drawing program stride do not exceed the bounds of <em>pArgumentBuffer</em> (similarly for count buffer) </li> <li>The command list is a direct command list or a compute command list (not a copy or JPEG decode command list)</li> <li>The root signature of the command list matches the root signature of the command signature</li> </ul><p> The functionality of two APIs from earlier versions of Direct3D, <code>DrawInstancedIndirect</code> and <code>DrawIndexedInstancedIndirect</code>, are encompassed by  <strong>ExecuteIndirect</strong>. </p>	
            </remarks>	
        </member>
        <member name="P:SharpDX.Direct3D12.GraphicsCommandList.PrimitiveTopology">
            <summary>
            <p>Bind information about the primitive type, and data order that describes input data for the input assembler stage.</p>
            </summary>
            <doc-id>dn903885</doc-id>
            <unmanaged>IASetPrimitiveTopology</unmanaged>
            <unmanaged-short>IASetPrimitiveTopology</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.GraphicsCommandList.BlendFactor">
            <summary>
            <p>Sets the blend factor that modulate values for a pixel shader, render target, or both.</p>
            </summary>
            <remarks>
            <p> If you created the blend-state object with D3D11_BLEND_BLEND_FACTOR or D3D11_BLEND_INV_BLEND_FACTOR, the blending stage uses the non-<c>null</c> array of blend factors. </p><p> If you didn't create the blend-state object with D3D11_BLEND_BLEND_FACTOR or D3D11_BLEND_INV_BLEND_FACTOR, the blending stage does not use the non-<c>null</c> array of blend factors; the runtime stores the blend factors. </p><p> If you pass <c>null</c>, the runtime uses or stores a blend factor equal to { 1, 1, 1, 1 }. </p><p> D3D11_BLEND_BLEND_FACTOR and D3D11_BLEND_INV_BLEND_FACTOR are <strong><see cref = "T:SharpDX.Direct3D12.BlendOption"/></strong> enumeration constants. </p>
            </remarks>
            <doc-id>dn903886</doc-id>
            <unmanaged>OMSetBlendFactor</unmanaged>
            <unmanaged-short>OMSetBlendFactor</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.GraphicsCommandList.StencilReference">
            <summary>
            <p>Sets the reference value for depth stencil tests.</p>
            </summary>
            <doc-id>dn903887</doc-id>
            <unmanaged>OMSetStencilRef</unmanaged>
            <unmanaged-short>OMSetStencilRef</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.GraphicsCommandList.PipelineState">
            <summary>
            <p> Sets all shaders and programs most of the fixed-function state of the graphics processing unit (GPU) pipeline. </p>
            </summary>
            <doc-id>dn903918</doc-id>
            <unmanaged>SetPipelineState</unmanaged>
            <unmanaged-short>SetPipelineState</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.Close">
            <summary>
            <p> Indicates that recording to the command list has finished. </p>
            </summary>
            <returns><p> Returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong> if successful; otherwise, returns one of the following values: </p><ul> <li><strong>E_FAIL</strong> if the command list has already been closed, or an invalid API was called during command list recording. </li> <li><strong>E_OUTOFMEMORY</strong> if the operating system ran out of memory during recording. </li> <li><strong>E_INVALIDARG</strong> if an invalid argument was passed to the command list API during recording. </li> </ul><p> See Direct3D 12 Return Codes for other possible return values. </p></returns>
            <remarks>
            <p> The runtime will validate that the command list has not previously been closed.  If an error was encountered during recording, the error code is returned here.  The runtime won't call the close device driver interface (DDI) in this case. </p>
            </remarks>
            <doc-id>dn903855</doc-id>
            <unmanaged>HRESULT ID3D12GraphicsCommandList::Close()</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::Close</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.Reset(SharpDX.Direct3D12.CommandAllocator,SharpDX.Direct3D12.PipelineState)">
            <summary>
            <p> Resets a command list back to its initial state as if a new command list was just created. </p>
            </summary>
            <param name = "allocatorRef"><dd>  <p> A reference to the <strong><see cref = "T:SharpDX.Direct3D12.CommandAllocator"/></strong> object that the device creates command lists from. </p> </dd></param>
            <param name = "initialStateRef"><dd>  <p>A reference to the <strong><see cref = "T:SharpDX.Direct3D12.PipelineState"/></strong> object that contains the initial pipeline state for the command list.  This is optional and can be <c>null</c>.  If <c>null</c>, the runtime sets a dummy initial pipeline state so that drivers don't have to deal with undefined state.  The overhead for this is low, particularly for a command list, for which the overall cost of recording the command list likely dwarfs the cost of one initial state setting.  So there is little cost in  not setting the initial pipeline state parameter if it isn't convenient.  </p> <p>For bundles on the other hand, it might make more sense to try to set the initial state parameter since bundles are likely smaller overall and can be reused frequently.</p> </dd></param>
            <returns><p> Returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong> if successful; otherwise, returns one of the following values: </p><ul> <li><strong>E_FAIL</strong> if the command list was not in the "closed" state when the <strong>Reset</strong> call was made, or the per-device limit would have been exceeded. </li> <li><strong>E_OUTOFMEMORY</strong> if the operating system ran out of memory. </li> <li><strong>E_INVALIDARG</strong> if the allocator is currently being used with another command list in the "recording" state or if the specified allocator was created with the wrong type. </li> </ul><p> See Direct3D 12 Return Codes for other possible return values. </p></returns>
            <remarks>
            <p> By using <strong>Reset</strong>, you can re-use command list tracking structures without any allocations. Unlike <strong>ID3D12CommandAllocator::Reset</strong>, you can call <strong>Reset</strong> while the command list is still being executed. A typical pattern is to submit a command list and then immediately reset it to reuse the allocated memory for another command list. </p><p> You can use <strong>Reset</strong> for both direct command lists and bundles. </p><p> The command allocator that <strong>Reset</strong> takes as input can be associated with no more than one recording command list at a time.  The allocator type, direct command list or bundle, must match the type of command list that is being created. </p><p> If a bundle doesn't specify a resource heap, it can't make changes to which descriptor tables are bound. Either way, bundles can't change the resource heap within the bundle. If a heap is specified for a bundle, the heap must match the calling 'parent' command list?s heap. </p>
            </remarks>
            <doc-id>dn903895</doc-id>
            <unmanaged>HRESULT ID3D12GraphicsCommandList::Reset([In] ID3D12CommandAllocator* pAllocator,[In, Optional] ID3D12PipelineState* pInitialState)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::Reset</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.ClearState(SharpDX.Direct3D12.PipelineState)">
            <summary>
            <p>Resets the state of a direct command list back to the state it was in when the command list was created.  </p>
            </summary>
            <param name = "pipelineStateRef"><dd>  <p> A reference to the <strong><see cref = "T:SharpDX.Direct3D12.PipelineState"/></strong> object that contains the initial pipeline state for the command list. </p> </dd></param>
            <remarks>
            <p> It is invalid to call <strong>ClearState</strong> on a bundle.  If an app calls <strong>ClearState</strong> on a bundle, the call to <strong>Close</strong> will return <strong>E_FAIL</strong>. </p><p> When <strong>ClearState</strong> is called, all currently bound resources are unbound.  The primitive topology is set to <strong>D3D_PRIMITIVE_TOPOLOGY_UNDEFINED</strong>.  Viewports, scissor rectangles, stencil reference value, and the blend factor are set to empty values (all zeros).  Predication is disabled. </p><p> The app-provided pipeline state object becomes bound as the currently set pipeline state object. </p>
            </remarks>
            <doc-id>dn903847</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::ClearState([In, Optional] ID3D12PipelineState* pPipelineState)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::ClearState</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.DrawInstanced(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <p> Draws non-indexed, instanced primitives. </p>
            </summary>
            <param name = "vertexCountPerInstance"><dd>  <p> Number of vertices to draw. </p> </dd></param>
            <param name = "instanceCount"><dd>  <p> Number of instances to draw. </p> </dd></param>
            <param name = "startVertexLocation"><dd>  <p> Index of the first vertex. </p> </dd></param>
            <param name = "startInstanceLocation"><dd>  <p> A value added to each index before reading per-instance data from a vertex buffer. </p> </dd></param>
            <remarks>
            <p> A draw API submits work to the rendering pipeline. </p><p> Instancing might extend performance by reusing the same geometry to draw multiple objects in a scene. One example of instancing could be to draw the same object with different positions and colors. </p><p> The vertex data for an instanced draw call typically comes from a vertex buffer that is bound to the pipeline. But, you could also provide the vertex data from a shader that has instanced data identified with a system-value semantic (SV_InstanceID). </p>
            </remarks>
            <doc-id>dn903877</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::DrawInstanced([In] unsigned int VertexCountPerInstance,[In] unsigned int InstanceCount,[In] unsigned int StartVertexLocation,[In] unsigned int StartInstanceLocation)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::DrawInstanced</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.DrawIndexedInstanced(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
            <p> Draws indexed, instanced primitives. </p>
            </summary>
            <param name = "indexCountPerInstance"><dd>  <p>Number of indices read from the index buffer for each instance.</p> </dd></param>
            <param name = "instanceCount"><dd>  <p>Number of instances to draw.</p> </dd></param>
            <param name = "startIndexLocation"><dd>  <p>The location of the first index read by the GPU from the index buffer.</p> </dd></param>
            <param name = "baseVertexLocation"><dd>  <p>A value added to each index before reading a vertex from the vertex buffer.</p> </dd></param>
            <param name = "startInstanceLocation"><dd>  <p>A value added to each index before reading per-instance data from a vertex buffer.</p> </dd></param>
            <remarks>
            <p>A draw API submits work to the rendering pipeline.</p><p>Instancing might extend performance by reusing the same geometry to draw multiple objects in a scene. One example of instancing could be  to draw the same object with different positions and colors. Instancing requires multiple vertex buffers: at least one for per-vertex data  and a second buffer for per-instance data.</p>
            </remarks>
            <doc-id>dn903874</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::DrawIndexedInstanced([In] unsigned int IndexCountPerInstance,[In] unsigned int InstanceCount,[In] unsigned int StartIndexLocation,[In] int BaseVertexLocation,[In] unsigned int StartInstanceLocation)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::DrawIndexedInstanced</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.Dispatch(System.Int32,System.Int32,System.Int32)">
            <summary>
            <p>Executes a command list from a thread group.</p>
            </summary>
            <param name = "threadGroupCountX"><dd>  <p> The number of groups dispatched in the x direction. <em>ThreadGroupCountX</em> must be less than or equal to <see cref = "!:DispatchMaximumThreadGroupsPerDimension"/> (65535). </p> </dd></param>
            <param name = "threadGroupCountY"><dd>  <p> The number of groups dispatched in the y direction. <em>ThreadGroupCountY</em> must be less than or equal to <see cref = "!:DispatchMaximumThreadGroupsPerDimension"/> (65535). </p> </dd></param>
            <param name = "threadGroupCountZ"><dd>  <p> The number of groups dispatched in the z direction.  <em>ThreadGroupCountZ</em> must be less than or equal to <see cref = "!:DispatchMaximumThreadGroupsPerDimension"/> (65535). In feature level 10 the value for <em>ThreadGroupCountZ</em> must be 1. </p> </dd></param>
            <remarks>
            <p> You call the <strong>Dispatch</strong> method to execute commands in a compute shader. A compute shader can be run on many threads in parallel, within a thread group. Index a particular thread, within a thread group using a 3D vector given by (x,y,z). </p>
            </remarks>
            <doc-id>dn903871</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::Dispatch([In] unsigned int ThreadGroupCountX,[In] unsigned int ThreadGroupCountY,[In] unsigned int ThreadGroupCountZ)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::Dispatch</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.CopyBufferRegion(SharpDX.Direct3D12.Resource,System.Int64,SharpDX.Direct3D12.Resource,System.Int64,System.Int64)">
            <summary>
            <p> Copies a region of a buffer from one resource to another. </p>
            </summary>
            <param name = "dstBufferRef"><dd>  <p> Specifies the destination <strong><see cref = "T:SharpDX.Direct3D12.Resource"/></strong>. </p> </dd></param>
            <param name = "dstOffset"><dd>  <p> Specifies a UINT64 offset (in bytes) into the destination resource. </p> </dd></param>
            <param name = "srcBufferRef"><dd>  <p> Specifies the source  <strong><see cref = "T:SharpDX.Direct3D12.Resource"/></strong>. </p> </dd></param>
            <param name = "srcOffset"><dd>  <p> Specifies a UINT64 offset (in bytes) into the source resource, to start the copy from. </p> </dd></param>
            <param name = "numBytes"><dd>  <p> Specifies the number of bytes to copy. </p> </dd></param>
            <remarks>
            <p> Consider using the <strong>CopyResource</strong> method when copying an entire resource, and use this method for copying regions of a resource. </p><p><strong>CopyBufferRegion</strong> may be used to initialize resources which alias the same heap memory. See <strong>CreatePlacedResource</strong> for more details.</p>
            </remarks>
            <doc-id>dn903856</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::CopyBufferRegion([In] ID3D12Resource* pDstBuffer,[In] unsigned longlong DstOffset,[In] ID3D12Resource* pSrcBuffer,[In] unsigned longlong SrcOffset,[In] unsigned longlong NumBytes)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::CopyBufferRegion</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.CopyTextureRegion(SharpDX.Direct3D12.TextureCopyLocation,System.Int32,System.Int32,System.Int32,SharpDX.Direct3D12.TextureCopyLocation,System.Nullable{SharpDX.Direct3D12.ResourceRegion})">
            <summary>
            <p> This method uses the GPU to copy texture data between two locations. Both the source and the destination may reference texture data located within either a buffer resource or a texture resource.</p>
            </summary>
            <param name = "dstRef"><dd>  <p>Specifies the destination <strong><see cref = "T:SharpDX.Direct3D12.TextureCopyLocation"/></strong>. The subresource referred to must be in the D3D12_RESOURCE_STATE_COPY_DEST state.</p> </dd></param>
            <param name = "dstX"><dd>  <p> The x-coordinate of the upper left corner of the destination region. </p> </dd></param>
            <param name = "dstY"><dd>  <p> The y-coordinate of the upper left corner of the destination region. For a 1D subresource, this must be zero. </p> </dd></param>
            <param name = "dstZ"><dd>  <p> The z-coordinate of the upper left corner of the destination region. For a 1D or 2D subresource, this must be zero. </p> </dd></param>
            <param name = "srcRef"><dd>  <p> Specifies the source <strong><see cref = "T:SharpDX.Direct3D12.TextureCopyLocation"/></strong>. The subresource referred to must be in the D3D12_RESOURCE_STATE_COPY_SOURCE state.</p> </dd></param>
            <param name = "srcBoxRef"><dd>  <p> Specifies an optional  <see cref = "T:SharpDX.Direct3D12.ResourceRegion"/> that sets the size of the source texture to copy. </p> </dd></param>
            <remarks>
            <p> The source box must be within the size of the source resource. The destination offsets, (x, y, and z), allow the source box to be offset when writing into the destination resource; however, the dimensions of the source box and the offsets must be within the size of the resource. If you try and copy outside the destination resource or specify a source box that is larger than the source resource, the behavior of <strong>CopyTextureRegion</strong> is undefined. If you created a device that supports the debug layer, the debug output reports an error on this invalid <strong>CopyTextureRegion</strong> call. Invalid parameters to <strong>CopyTextureRegion</strong> cause undefined behavior and might result in incorrect rendering, clipping, no copy, or even the removal of the rendering device. </p><p>If the resources are buffers, all coordinates are in bytes; if the resources are textures, all coordinates are in texels. </p><p><strong>CopyTextureRegion</strong> performs the copy on the GPU (similar to a <code>memcpy</code> by the CPU). As a consequence, the source and destination resources: </p><ul> <li>Must be different subresources (although they can be from the same resource).</li> <li>Must have compatible <strong><see cref = "T:SharpDX.DXGI.Format"/></strong>s (identical or from the same type group). For example, a DXGI_FORMAT_R32G32B32_FLOAT texture can be copied to an DXGI_FORMAT_R32G32B32_UINT texture since both of these formats are in the DXGI_FORMAT_R32G32B32_TYPELESS group. <strong>CopyTextureRegion</strong> can copy between a few format types. For more info, see Format Conversion using Direct3D 10.1.</li> </ul><p><strong>CopyTextureRegion</strong> only supports copy; it does not support any stretch, color key, or blend. <strong>CopyTextureRegion</strong> can reinterpret the resource data between a few format types. </p><p> If your app needs to copy an entire resource, we recommend to use <strong>CopyResource</strong> instead. </p><strong>Note</strong>?? If you use <strong>CopyTextureRegion</strong> with a depth-stencil buffer or a multisampled resource, you must copy the whole subresource. In this situation, you must pass 0 to the <em>DstX</em>, <em>DstY</em>, and <em>DstZ</em> parameters and <strong><c>null</c></strong> to the <em>pSrcBox</em> parameter. In addition, source and destination resources, which are represented by the <em>pSrcResource</em> and <em>pDstResource</em> parameters, should have identical sample count values.?<p><strong>CopyTextureRegion</strong> may be used to initialize resources which alias the same heap memory. See <strong>CreatePlacedResource</strong> for more details.</p>
            </remarks>
            <doc-id>dn903862</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::CopyTextureRegion([In] const D3D12_TEXTURE_COPY_LOCATION* pDst,[In] unsigned int DstX,[In] unsigned int DstY,[In] unsigned int DstZ,[In] const D3D12_TEXTURE_COPY_LOCATION* pSrc,[In, Optional] const D3D12_BOX* pSrcBox)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::CopyTextureRegion</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.CopyResource(SharpDX.Direct3D12.Resource,SharpDX.Direct3D12.Resource)">
            <summary>
            No documentation.
            </summary>
            <param name = "dstResourceRef">No documentation.</param>
            <param name = "srcResourceRef">No documentation.</param>
            <unmanaged>void ID3D12GraphicsCommandList::CopyResource([In] ID3D12Resource* pDstResource,[In] ID3D12Resource* pSrcResource)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::CopyResource</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.CopyTiles(SharpDX.Direct3D12.Resource,SharpDX.Direct3D12.TiledResourceCoordinate,SharpDX.Direct3D12.TileRegionSize,SharpDX.Direct3D12.Resource,System.Int64,SharpDX.Direct3D12.TileCopyFlags)">
            <summary>
            <p> Copies tiles from buffer to tiled resource or vice versa. </p>
            </summary>
            <param name = "tiledResourceRef"><dd>  <p>A reference to a tiled resource.</p> </dd></param>
            <param name = "tileRegionStartCoordinateRef"><dd>  <p> A reference to a <strong><see cref = "T:SharpDX.Direct3D12.TiledResourceCoordinate"/></strong> structure that describes the starting coordinates of the tiled resource. </p> </dd></param>
            <param name = "tileRegionSizeRef"><dd>  <p> A reference to a <strong><see cref = "T:SharpDX.Direct3D12.TileRegionSize"/></strong> structure that describes the size of the tiled region. </p> </dd></param>
            <param name = "bufferRef"><dd>  <p> A reference to an <strong><see cref = "T:SharpDX.Direct3D12.Resource"/></strong> that represents a default, dynamic, or staging buffer. </p> </dd></param>
            <param name = "bufferStartOffsetInBytes"><dd>  <p> The offset in bytes into the buffer at <em>pBuffer</em> to start the operation. </p> </dd></param>
            <param name = "flags"><dd>  <p> A combination of <strong><see cref = "T:SharpDX.Direct3D12.TileCopyFlags"/></strong>-typed values that are combined by using a bitwise OR operation and that identifies how to copy tiles. </p> </dd></param>
            <remarks>
            <p><strong>CopyTiles</strong> drops write operations to  unmapped areas and handles read operations from unmapped areas  (except on Tier_1 tiled resources,  where reading and writing unmapped areas is invalid - refer to <strong><see cref = "T:SharpDX.Direct3D12.TiledResourcesTier"/></strong>). </p><p>If a copy operation involves writing to the same memory location multiple times because multiple locations in the  destination resource are mapped to the same tile memory, the resulting write operations to multi-mapped tiles are  non-deterministic and non-repeatable; that is, accesses to the tile memory happen in whatever order the hardware  happens to execute the copy operation. </p><p> The tiles involved in the copy operation can't include tiles that contain packed mipmaps or results of the copy  operation are undefined. To transfer data to and from mipmaps that the hardware packs into one tile, you must  use the standard (that is, non-tile specific) copy APIs  like <strong>CopyTextureRegion</strong>.</p><p><strong>CopyTiles</strong> does copy data in a slightly different pattern than the standard copy methods.</p><p> The memory layout of the tiles in the non-tiled buffer resource side of the copy operation is linear in memory within 64 KB tiles, which the hardware and driver swizzle and de-swizzle per tile as appropriate when they transfer to and from a tiled resource. For multisample antialiasing (MSAA) surfaces, the hardware and driver traverse each pixel's samples in sample-index order before they move to the next pixel. For tiles that are partially filled on the right side (for a surface that has a width not a multiple of tile width in pixels), the pitch and stride to move down a row is the full size in bytes of the number pixels that would fit across the tile if the tile was full. So, there can be a gap between each row of pixels in memory. Mipmaps that are smaller than a tile are not packed together in the linear layout, which might seem to be a waste of memory space, but as mentioned you can't use <strong>CopyTiles</strong> to copy to mipmaps that the hardware packs together. You can just use generic copy APIs, like <strong>CopyTextureRegion</strong>, to copy small mipmaps individually.</p>
            </remarks>
            <doc-id>dn903865</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::CopyTiles([In] ID3D12Resource* pTiledResource,[In] const D3D12_TILED_RESOURCE_COORDINATE* pTileRegionStartCoordinate,[In] const D3D12_TILE_REGION_SIZE* pTileRegionSize,[In] ID3D12Resource* pBuffer,[In] unsigned longlong BufferStartOffsetInBytes,[In] D3D12_TILE_COPY_FLAGS Flags)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::CopyTiles</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.ResolveSubresource(SharpDX.Direct3D12.Resource,System.Int32,SharpDX.Direct3D12.Resource,System.Int32,SharpDX.DXGI.Format)">
            <summary>
            <p>Copy a multi-sampled resource into a non-multi-sampled resource.</p>
            </summary>
            <param name = "dstResourceRef"><dd>  <p> Destination resource. Must be a created with the <strong>D3D11_USAGE_DEFAULT</strong> flag and be single-sampled. See <strong><see cref = "T:SharpDX.Direct3D12.Resource"/></strong>. </p> </dd></param>
            <param name = "dstSubresource"><dd>  <p> A zero-based index, that identifies the destination subresource. Use <strong>D3D12CalcSubresource</strong> to calculate the subresource index if the parent resource is complex. </p> </dd></param>
            <param name = "srcResourceRef"><dd>  <p> Source resource. Must be multisampled. </p> </dd></param>
            <param name = "srcSubresource"><dd>  <p> The source subresource of the source resource. </p> </dd></param>
            <param name = "format"><dd>  <p> A <strong><see cref = "T:SharpDX.DXGI.Format"/></strong> that indicates how the multisampled resource will be resolved to a single-sampled resource. See remarks. </p> </dd></param>
            <doc-id>dn903897</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::ResolveSubresource([In] ID3D12Resource* pDstResource,[In] unsigned int DstSubresource,[In] ID3D12Resource* pSrcResource,[In] unsigned int SrcSubresource,[In] DXGI_FORMAT Format)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::ResolveSubresource</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetPrimitiveTopology(SharpDX.Direct3D.PrimitiveTopology)">
            <summary>
            <p>Bind information about the primitive type, and data order that describes input data for the input assembler stage.</p>
            </summary>
            <param name = "primitiveTopology"><dd>  <p> The type of primitive and ordering of the primitive data (see <strong><see cref = "T:SharpDX.Direct3D.PrimitiveTopology"/></strong>). </p> </dd></param>
            <doc-id>dn903885</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::IASetPrimitiveTopology([In] D3D_PRIMITIVE_TOPOLOGY PrimitiveTopology)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::IASetPrimitiveTopology</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetViewports(System.Int32,SharpDX.Direct3D12.Viewport[])">
            <summary>
            <p> Bind an array of viewports to the rasterizer stage of the pipeline. </p>
            </summary>
            <param name = "numViewports"><dd>  <p> Number of viewports to bind. The range of valid values is (0, D3D12_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE). </p> </dd></param>
            <param name = "viewportsRef"><dd>  <p> An array of <strong><see cref = "T:SharpDX.Direct3D12.Viewport"/></strong> structures to bind to the device. </p> </dd></param>
            <remarks>
            <p> All viewports must be set atomically as one operation. Any viewports not defined by the call are disabled. </p><p> Which viewport to use is determined by the SV_ViewportArrayIndex semantic output by a geometry shader; if a geometry shader does not specify the semantic, Direct3D will use the first viewport in the array. </p><strong>Note</strong>?? Even though you specify float values to the members of the <strong><see cref = "T:SharpDX.Direct3D12.Viewport"/></strong> structure for the <em>pViewports</em> array in a call to  <strong>RSSetViewports</strong> for feature levels 9_x, <strong>RSSetViewports</strong> uses DWORDs internally. Because of this behavior, when you use a negative top left corner for the viewport, the call to  <strong>RSSetViewports</strong> for feature levels 9_x fails. This failure occurs because <strong>RSSetViewports</strong> for 9_x casts the floating point values into unsigned integers without validation, which results in integer overflow.?
            </remarks>
            <doc-id>dn903900</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::RSSetViewports([In] unsigned int NumViewports,[In, Buffer] const D3D12_VIEWPORT* pViewports)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::RSSetViewports</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetScissorRectangles(System.Int32,SharpDX.Mathematics.Interop.RawRectangle[])">
            <summary>
            No documentation.
            </summary>
            <param name = "numRects">No documentation.</param>
            <param name = "rectsRef">No documentation.</param>
            <unmanaged>void ID3D12GraphicsCommandList::RSSetScissorRects([In] unsigned int NumRects,[In, Buffer] const RECT* pRects)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::RSSetScissorRects</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetBlendFactor(SharpDX.Mathematics.Interop.RawVector4)">
            <summary>
            <p>Sets the blend factor that modulate values for a pixel shader, render target, or both.</p>
            </summary>
            <param name = "blendFactor"><dd>  <p> Array of blend factors, one for each RGBA component. </p> </dd></param>
            <remarks>
            <p> If you created the blend-state object with D3D11_BLEND_BLEND_FACTOR or D3D11_BLEND_INV_BLEND_FACTOR, the blending stage uses the non-<c>null</c> array of blend factors. </p><p> If you didn't create the blend-state object with D3D11_BLEND_BLEND_FACTOR or D3D11_BLEND_INV_BLEND_FACTOR, the blending stage does not use the non-<c>null</c> array of blend factors; the runtime stores the blend factors. </p><p> If you pass <c>null</c>, the runtime uses or stores a blend factor equal to { 1, 1, 1, 1 }. </p><p> D3D11_BLEND_BLEND_FACTOR and D3D11_BLEND_INV_BLEND_FACTOR are <strong><see cref = "T:SharpDX.Direct3D12.BlendOption"/></strong> enumeration constants. </p>
            </remarks>
            <doc-id>dn903886</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::OMSetBlendFactor([In] const SHARPDX_VECTOR4* BlendFactor)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::OMSetBlendFactor</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetStencilReference(System.Int32)">
            <summary>
            <p>Sets the reference value for depth stencil tests.</p>
            </summary>
            <param name = "stencilRef"><dd>  <p> Reference value to perform against when doing a depth-stencil test. </p> </dd></param>
            <doc-id>dn903887</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::OMSetStencilRef([In] unsigned int StencilRef)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::OMSetStencilRef</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetPipelineState(SharpDX.Direct3D12.PipelineState)">
            <summary>
            <p> Sets all shaders and programs most of the fixed-function state of the graphics processing unit (GPU) pipeline. </p>
            </summary>
            <param name = "pipelineStateRef"><dd>  <p> Pointer to the <strong><see cref = "T:SharpDX.Direct3D12.PipelineState"/></strong> containing the pipeline state data. </p> </dd></param>
            <doc-id>dn903918</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::SetPipelineState([In] ID3D12PipelineState* pPipelineState)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::SetPipelineState</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.ResourceBarrier(System.Int32,System.IntPtr)">
            <summary>
            <p> Notifies the driver that it needs to synchronize multiple accesses to resources. </p>
            </summary>
            <param name = "numBarriers"><dd>  <p> The number of submitted barrier descriptions. </p> </dd></param>
            <param name = "barriersRef"><dd>  <p> Pointer to an array of barrier descriptions. </p> </dd></param>
            <remarks>
            <p>There are three types of barrier descriptions:</p><ul> <li> <strong><see cref = "T:SharpDX.Direct3D12.ResourceTransitionBarrier"/></strong> -  Transition barriers  indicate that a set of subresources transition between different usages.  The caller must specify the <em>before</em> and <em>after</em> usages of the subresources.  The D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES flag is used to transition all subresources in a resource at the same time. </li> <li> <strong><see cref = "T:SharpDX.Direct3D12.ResourceAliasingBarrier"/></strong> - Aliasing barriers indicate a transition between usages of two different resources which have mappings into the same heap.  The application can specify both the before and the after resource.  Note that one or both resources can be <c>null</c> (indicating that any tiled resource could cause aliasing). </li> <li> <strong><see cref = "T:SharpDX.Direct3D12.ResourceUnorderedAccessViewBarrier"/></strong> - Unordered access view barriers indicate all UAV accesses (read or writes) to a particular resource must complete before any future UAV accesses (read or write) can begin.  The specified resource may be <c>null</c>.  It is not necessary to insert a UAV barrier between two draw or dispatch calls which only read a UAV.  Additionally, it is not necessary to insert a UAV barrier between two draw or dispatch calls which write to the same UAV if the application knows that it is safe to execute the UAV accesses in any order.  The resource can be <c>null</c> (indicating that any UAV access could require the barrier). </li> </ul><p> When <strong>ID3D12GraphicsCommandList::ResourceBarrier</strong> is passed an array of resource barrier descriptions, the API behaves as if it was called N times (1 for each array element), in the specified order. Transitions should be batched together into a single API call when possible, as a performance optimization.</p><p> For descriptions of the usage states a subresource can be in, see the <strong><see cref = "T:SharpDX.Direct3D12.ResourceStates"/></strong> enumeration and the Using Resource Barriers to Synchronize Resource States in Direct3D 12 section. </p><p> All subresources in a resource must be in the RENDER_TARGET state, or DEPTH_WRITE state, for render targets/depth-stencil resources respectively, when  <strong>ID3D12GraphicsCommandList::DiscardResource</strong> is called. </p><p> When a back buffer is presented, it must be in the D3D12_RESOURCE_STATE_PRESENT state.  If <strong>IDXGISwapChain1::Present1</strong> is called on a resource which is not in the PRESENT state, a debug layer warning will be emitted. </p><p>The resource usage bits are group into two categories, read-only and read/write.</p><p> The following usage bits are read-only: </p><ul> <li>D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER</li> <li>D3D12_RESOURCE_STATE_INDEX_BUFFER</li> <li>D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE</li> <li>D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE</li> <li>D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT</li> <li>D3D12_RESOURCE_STATE_COPY_SOURCE</li> <li>D3D12_RESOURCE_STATE_DEPTH_READ</li> </ul><p>The following usage bits are read/write:</p><ul> <li>D3D12_RESOURCE_STATE_UNORDERED_ACCESS</li> <li>D3D12_RESOURCE_STATE_DEPTH_WRITE</li> </ul><p>The following usage bits are write-only:</p><ul> <li>D3D12_RESOURCE_STATE_COPY_DEST</li> <li>D3D12_RESOURCE_STATE_RENDER_TARGET</li> <li>D3D12_RESOURCE_STATE_STREAM_OUT</li> </ul><p> At most one write bit can be set. If any write bit is set, then no read bit may be set. If no write bit is set, then any number of read bits may be set.  </p><p> At any given time, a subresource is in exactly one  state (determined by a set of flags).  The application must ensure that the states are matched when making a sequence of <strong>ResourceBarrier</strong> calls. In other words, the before and after states in consecutive calls to <strong>ResourceBarrier</strong> must agree. </p><p>To transition all subresources within a resource, the application can set the subresource index to D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES, which implies that all subresources are changed.</p><p> For improved performance, applications should use split barriers (refer to Synchronization and Multi-Engine). Applications should also batch multiple transitions into a single call whenever possible. </p>
            </remarks>
            <doc-id>dn903898</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::ResourceBarrier([In] unsigned int NumBarriers,[In, Buffer] const D3D12_RESOURCE_BARRIER* pBarriers)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::ResourceBarrier</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.ExecuteBundle(SharpDX.Direct3D12.GraphicsCommandList)">
            <summary>
            <p> Executes a bundle. </p>
            </summary>
            <param name = "commandListRef"><dd>  <p> Specifies the <strong><see cref = "T:SharpDX.Direct3D12.GraphicsCommandList"/></strong> that determines the bundle to be executed. </p> </dd></param>
            <remarks>
            <p> Bundles inherit all state from the parent command list on which <strong>ExecuteBundle</strong> is called, except the pipeline state object and primitive topology. All of the state that is set in a bundle will affect the state of the parent command list. Note that <strong>ExecuteBundle</strong> is not a predicated operation. </p>
            </remarks>
            <doc-id>dn903882</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::ExecuteBundle([In] ID3D12GraphicsCommandList* pCommandList)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::ExecuteBundle</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetDescriptorHeaps(System.Int32,SharpDX.Direct3D12.DescriptorHeap[])">
            <summary>
            <p> Changes the currently bound descriptor heaps that are associated with a command list. </p>
            </summary>
            <param name = "numDescriptorHeaps"><dd>  <p> Number of descriptor heaps to bind. </p> </dd></param>
            <param name = "descriptorHeapsOut"><dd>  <p> A reference to an array of <strong><see cref = "T:SharpDX.Direct3D12.DescriptorHeap"/></strong> objects for the heaps to set on the command list. </p> </dd></param>
            <remarks>
            <p><strong>SetDescriptorHeaps</strong> can be called on a bundle, but the bundle descriptor heaps must match the calling command list descriptor heap. For more information on bundle restrictions, refer to Creating and Recording Command Lists and Bundles.</p>
            </remarks>
            <doc-id>Dn903908</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::SetDescriptorHeaps([In] unsigned int NumDescriptorHeaps,[In, Buffer] const ID3D12DescriptorHeap** ppDescriptorHeaps)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::SetDescriptorHeaps</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetComputeRootSignature(SharpDX.Direct3D12.RootSignature)">
            <summary>
            <p> Sets the layout of the compute root signature. </p>
            </summary>
            <param name = "rootSignatureRef"><dd>  <p> A reference to the <strong><see cref = "T:SharpDX.Direct3D12.RootSignature"/></strong> object. </p> </dd></param>
            <doc-id>dn903906</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::SetComputeRootSignature([In, Optional] ID3D12RootSignature* pRootSignature)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::SetComputeRootSignature</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetGraphicsRootSignature(SharpDX.Direct3D12.RootSignature)">
            <summary>
            <p> Sets the layout of the graphics root signature. </p>
            </summary>
            <param name = "rootSignatureRef"><dd>  <p> A reference to the <strong><see cref = "T:SharpDX.Direct3D12.RootSignature"/></strong> object. </p> </dd></param>
            <doc-id>dn903914</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::SetGraphicsRootSignature([In, Optional] ID3D12RootSignature* pRootSignature)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::SetGraphicsRootSignature</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetComputeRootDescriptorTable(System.Int32,SharpDX.Direct3D12.GpuDescriptorHandle)">
            <summary>
            <p> Sets a descriptor table into the compute root signature.</p>
            </summary>
            <param name = "rootParameterIndex"><dd>  <p> The slot number for binding. </p> </dd></param>
            <param name = "baseDescriptor"><dd>  <p> A GPU_descriptor_handle object for the base descriptor to set. </p> </dd></param>
            <doc-id>dn903904</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::SetComputeRootDescriptorTable([In] unsigned int RootParameterIndex,[In] D3D12_GPU_DESCRIPTOR_HANDLE BaseDescriptor)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::SetComputeRootDescriptorTable</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetGraphicsRootDescriptorTable(System.Int32,SharpDX.Direct3D12.GpuDescriptorHandle)">
            <summary>
            <p> Sets a descriptor table into the graphics root signature. </p>
            </summary>
            <param name = "rootParameterIndex"><dd>  <p> The slot number for binding. </p> </dd></param>
            <param name = "baseDescriptor"><dd>  <p> A GPU_descriptor_handle object for the base descriptor to set. </p> </dd></param>
            <doc-id>dn903912</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::SetGraphicsRootDescriptorTable([In] unsigned int RootParameterIndex,[In] D3D12_GPU_DESCRIPTOR_HANDLE BaseDescriptor)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::SetGraphicsRootDescriptorTable</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetComputeRoot32BitConstant(System.Int32,System.Int32,System.Int32)">
            <summary>
            <p> Sets a constant in the compute root signature. </p>
            </summary>
            <param name = "rootParameterIndex"><dd>  <p> The slot number for binding. </p> </dd></param>
            <param name = "srcData"><dd>  <p> The source data for the constant to set. </p> </dd></param>
            <param name = "destOffsetIn32BitValues"><dd>  <p> The offset, in 32-bit values, to set the constant in the root signature. </p> </dd></param>
            <doc-id>dn903901</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::SetComputeRoot32BitConstant([In] unsigned int RootParameterIndex,[In] unsigned int SrcData,[In] unsigned int DestOffsetIn32BitValues)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::SetComputeRoot32BitConstant</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetGraphicsRoot32BitConstant(System.Int32,System.Int32,System.Int32)">
            <summary>
            <p> Sets a constant in the graphics root signature. </p>
            </summary>
            <param name = "rootParameterIndex"><dd>  <p> The slot number for binding. </p> </dd></param>
            <param name = "srcData"><dd>  <p> The source data for the constant to set. </p> </dd></param>
            <param name = "destOffsetIn32BitValues"><dd>  <p> The offset, in 32-bit values, to set the constant in the root signature. </p> </dd></param>
            <doc-id>dn903909</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::SetGraphicsRoot32BitConstant([In] unsigned int RootParameterIndex,[In] unsigned int SrcData,[In] unsigned int DestOffsetIn32BitValues)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::SetGraphicsRoot32BitConstant</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetComputeRoot32BitConstants(System.Int32,System.Int32,System.IntPtr,System.Int32)">
            <summary>
            <p> Sets a group of constants in the compute root signature. </p>
            </summary>
            <param name = "rootParameterIndex"><dd>  <p>The slot number for binding.</p> </dd></param>
            <param name = "num32BitValuesToSet"><dd>  <p>The number of constants to set in the root signature.</p> </dd></param>
            <param name = "srcDataRef"><dd>  <p>The source data for the group of constants to set.</p> </dd></param>
            <param name = "destOffsetIn32BitValues"><dd>  <p>The offset, in 32-bit values, to set the first constant of the group in the root signature.</p> </dd></param>
            <doc-id>dn903902</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::SetComputeRoot32BitConstants([In] unsigned int RootParameterIndex,[In] unsigned int Num32BitValuesToSet,[In, Buffer] const void* pSrcData,[In] unsigned int DestOffsetIn32BitValues)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::SetComputeRoot32BitConstants</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetGraphicsRoot32BitConstants(System.Int32,System.Int32,System.IntPtr,System.Int32)">
            <summary>
            <p> Sets a group of constants in the graphics root signature. </p>
            </summary>
            <param name = "rootParameterIndex"><dd>  <p> The slot number for binding. </p> </dd></param>
            <param name = "num32BitValuesToSet"><dd>  <p> The number of constants to set in the root signature. </p> </dd></param>
            <param name = "srcDataRef"><dd>  <p> The source data for the group of constants to set. </p> </dd></param>
            <param name = "destOffsetIn32BitValues"><dd>  <p> The offset, in 32-bit values, to set the first constant of the group in the root signature. </p> </dd></param>
            <doc-id>dn903910</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::SetGraphicsRoot32BitConstants([In] unsigned int RootParameterIndex,[In] unsigned int Num32BitValuesToSet,[In, Buffer] const void* pSrcData,[In] unsigned int DestOffsetIn32BitValues)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::SetGraphicsRoot32BitConstants</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetComputeRootConstantBufferView(System.Int32,System.Int64)">
            <summary>
            <p> Sets a CPU descriptor handle for the constant buffer in the compute root signature. </p>
            </summary>
            <param name = "rootParameterIndex"><dd>  <p> The slot number for binding. </p> </dd></param>
            <param name = "bufferLocation"><dd>  <p> Specifies the D3D12_GPU_VIRTUAL_ADDRESS of the constant buffer. </p> </dd></param>
            <doc-id>dn903903</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::SetComputeRootConstantBufferView([In] unsigned int RootParameterIndex,[In] unsigned longlong BufferLocation)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::SetComputeRootConstantBufferView</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetGraphicsRootConstantBufferView(System.Int32,System.Int64)">
            <summary>
            <p> Sets a CPU descriptor handle for the constant buffer in the graphics root signature. </p>
            </summary>
            <param name = "rootParameterIndex"><dd>  <p> The slot number for binding. </p> </dd></param>
            <param name = "bufferLocation"><dd>  <p> The GPU virtual address of the constant buffer. D3D12_GPU_VIRTUAL_ADDRESS is a typedef'd alias of UINT64. </p> </dd></param>
            <doc-id>dn903911</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::SetGraphicsRootConstantBufferView([In] unsigned int RootParameterIndex,[In] unsigned longlong BufferLocation)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::SetGraphicsRootConstantBufferView</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetComputeRootShaderResourceView(System.Int32,System.Int64)">
            <summary>
            <p> Sets a CPU descriptor handle for the shader resource in the compute root signature. </p>
            </summary>
            <param name = "rootParameterIndex"><dd>  <p> The slot number for binding. </p> </dd></param>
            <param name = "bufferLocation"><dd>  <p> The GPU virtual address of the buffer. D3D12_GPU_VIRTUAL_ADDRESS is a typedef'd alias of UINT64. </p> </dd></param>
            <doc-id>dn903905</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::SetComputeRootShaderResourceView([In] unsigned int RootParameterIndex,[In] unsigned longlong BufferLocation)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::SetComputeRootShaderResourceView</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetGraphicsRootShaderResourceView(System.Int32,System.Int64)">
            <summary>
            <p> Sets a CPU descriptor handle for the shader resource in the graphics root signature. </p>
            </summary>
            <param name = "rootParameterIndex"><dd>  <p> The slot number for binding. </p> </dd></param>
            <param name = "bufferLocation"><dd>  <p> The GPU virtual address of the Buffer. Textures are not supported. D3D12_GPU_VIRTUAL_ADDRESS is a typedef'd alias of UINT64. </p> </dd></param>
            <doc-id>dn903913</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::SetGraphicsRootShaderResourceView([In] unsigned int RootParameterIndex,[In] unsigned longlong BufferLocation)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::SetGraphicsRootShaderResourceView</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetComputeRootUnorderedAccessView(System.Int32,System.Int64)">
            <summary>
            <p> Sets a CPU descriptor handle for the unordered-access-view resource in the compute root signature. </p>
            </summary>
            <param name = "rootParameterIndex"><dd>  <p> The slot number for binding. </p> </dd></param>
            <param name = "bufferLocation"><dd>  <p> The GPU virtual address of the buffer. D3D12_GPU_VIRTUAL_ADDRESS is a typedef'd alias of UINT64.   </p> </dd></param>
            <doc-id>dn903907</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::SetComputeRootUnorderedAccessView([In] unsigned int RootParameterIndex,[In] unsigned longlong BufferLocation)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::SetComputeRootUnorderedAccessView</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetGraphicsRootUnorderedAccessView(System.Int32,System.Int64)">
            <summary>
            <p> Sets a CPU descriptor handle for the unordered-access-view resource in the graphics root signature. </p>
            </summary>
            <param name = "rootParameterIndex"><dd>  <p> The slot number for binding. </p> </dd></param>
            <param name = "bufferLocation"><dd>  <p> The GPU virtual address of the buffer. D3D12_GPU_VIRTUAL_ADDRESS is a typedef'd alias of UINT64. </p> </dd></param>
            <doc-id>dn903915</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::SetGraphicsRootUnorderedAccessView([In] unsigned int RootParameterIndex,[In] unsigned longlong BufferLocation)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::SetGraphicsRootUnorderedAccessView</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetIndexBuffer(System.Nullable{SharpDX.Direct3D12.IndexBufferView})">
            <summary>
            <p> Sets the view for the index buffer. </p>
            </summary>
            <param name = "viewRef"><dd>  <p> The view specifies the index buffer's address, size, and <strong><see cref = "T:SharpDX.DXGI.Format"/></strong>, as a reference to a <strong><see cref = "T:SharpDX.Direct3D12.IndexBufferView"/></strong> structure. </p> </dd></param>
            <remarks>
            <p>Only one index buffer can be bound to the graphics pipeline at any one time.</p>
            </remarks>
            <doc-id>dn986882</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::IASetIndexBuffer([In, Optional] const D3D12_INDEX_BUFFER_VIEW* pView)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::IASetIndexBuffer</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetVertexBuffers(System.Int32,System.Int32,System.IntPtr)">
            <summary>
            <p>Sets a CPU descriptor handle for the vertex buffers.</p>
            </summary>
            <param name = "startSlot"><dd>  <p> Index into the device's zero-based array to begin setting vertex buffers. </p> </dd></param>
            <param name = "numViews"><dd>  <p> The number of views in the <em>pViews</em> array. </p> </dd></param>
            <param name = "viewsRef"><dd>  <p> Specifies the vertex buffer views in an array of <strong><see cref = "T:SharpDX.Direct3D12.VertexBufferView"/></strong> structures. </p> </dd></param>
            <doc-id>dn986883</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::IASetVertexBuffers([In] unsigned int StartSlot,[In] unsigned int NumViews,[In] const D3D12_VERTEX_BUFFER_VIEW* pViews)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::IASetVertexBuffers</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SOSetTargets(System.Int32,System.Int32,SharpDX.Direct3D12.StreamOutputBufferView[])">
            <summary>
            <p> Sets the stream output buffer views. </p>
            </summary>
            <param name = "startSlot"><dd>  <p> Index into the device's zero-based array to begin setting stream output buffers. </p> </dd></param>
            <param name = "numViews"><dd>  <p> The number of entries in the <em>pViews</em> array. </p> </dd></param>
            <param name = "viewsRef"><dd>  <p> Specifies an array of  <strong><see cref = "T:SharpDX.Direct3D12.StreamOutputBufferView"/></strong> structures. </p> </dd></param>
            <doc-id>dn986886</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::SOSetTargets([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer, Optional] const D3D12_STREAM_OUTPUT_BUFFER_VIEW* pViews)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::SOSetTargets</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetRenderTargets(System.Int32,System.IntPtr,SharpDX.Mathematics.Interop.RawBool,System.Nullable{SharpDX.Direct3D12.CpuDescriptorHandle})">
            <summary>
            <p> Sets CPU descriptor handles for the render targets and depth stencil. </p>
            </summary>
            <param name = "numRenderTargetDescriptors"><dd>  <p> The number of entries in the <em>pRenderTargetDescriptors</em> array. </p> </dd></param>
            <param name = "renderTargetDescriptorsRef"><dd>  <p> Specifies an array of <strong><see cref = "T:SharpDX.Direct3D12.CpuDescriptorHandle"/></strong> structures that describe the CPU descriptor handles that represents the start of the heap of render target descriptors. </p> </dd></param>
            <param name = "rTsSingleHandleToDescriptorRange"><dd>  <p><strong>True</strong> means the handle passed in is the reference to a contiguous range of <em>NumRenderTargetDescriptors</em> descriptors.  This case is useful if the set of descriptors to bind already happens to be contiguous in memory (so all that?s needed is a handle to the first one).  For example, if  <em>NumRenderTargetDescriptors</em> is 3 then the memory layout is taken as follows:</p><p>In this case the driver dereferences the handle and then increments the memory being pointed to.</p> <p><strong>False</strong> means that the handle is the first of an array of <em>NumRenderTargetDescriptors</em> handles.  The false case allows an application to bind a set of descriptors from different locations at once. Again assuming that <em>NumRenderTargetDescriptors</em> is 3, the memory layout is taken as follows:</p><p>In this case the driver dereferences three handles that are expected to be adjacent to each other in memory.</p> </dd></param>
            <param name = "depthStencilDescriptorRef"><dd>  <p> A reference to a <strong><see cref = "T:SharpDX.Direct3D12.CpuDescriptorHandle"/></strong> structure that describes the CPU descriptor handle that represents the start of the heap that holds the depth stencil descriptor. </p> </dd></param>
            <doc-id>dn986884</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::OMSetRenderTargets([In] unsigned int NumRenderTargetDescriptors,[In, Optional] const D3D12_CPU_DESCRIPTOR_HANDLE* pRenderTargetDescriptors,[In] BOOL RTsSingleHandleToDescriptorRange,[In, Optional] const D3D12_CPU_DESCRIPTOR_HANDLE* pDepthStencilDescriptor)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::OMSetRenderTargets</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.ClearDepthStencilView(SharpDX.Direct3D12.CpuDescriptorHandle,SharpDX.Direct3D12.ClearFlags,System.Single,System.Byte,System.Int32,SharpDX.Mathematics.Interop.RawRectangle[])">
            <summary>
            <p>Clears the depth-stencil resource.</p>
            </summary>
            <param name = "depthStencilView"><dd>  <p> Describes the CPU descriptor handle that represents the start of the heap for the depth stencil to be cleared. </p> </dd></param>
            <param name = "clearFlags"><dd>  <p> A combination of <strong><see cref = "T:SharpDX.Direct3D12.ClearFlags"/></strong> values that are combined by using a bitwise OR operation. The resulting value identifies the type of data to clear (depth buffer, stencil buffer, or both). </p> </dd></param>
            <param name = "depth"><dd>  <p> A value to clear the depth buffer with. This value will be clamped between 0 and 1. </p> </dd></param>
            <param name = "stencil"><dd>  <p> A value to clear the stencil buffer with. </p> </dd></param>
            <param name = "numRects"><dd>  <p> The number of rectangles in the array that the <em>pRects</em> parameter specifies. </p> </dd></param>
            <param name = "rectsRef"><dd>  <p> An array of <strong>D3D12_RECT</strong> structures for the rectangles in the resource view to clear. If <strong><c>null</c></strong>, <strong>ClearDepthStencilView</strong> clears the entire resource view. </p> </dd></param>
            <remarks>
            <p><strong>ClearDepthStencilView</strong> may be used to initialize resources which alias the same heap memory. See <strong>CreatePlacedResource</strong> for more details.</p>
            </remarks>
            <doc-id>dn903840</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::ClearDepthStencilView([In] D3D12_CPU_DESCRIPTOR_HANDLE DepthStencilView,[In] D3D12_CLEAR_FLAGS ClearFlags,[In] float Depth,[In] unsigned char Stencil,[In] unsigned int NumRects,[In, Buffer] const RECT* pRects)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::ClearDepthStencilView</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.ClearRenderTargetView(SharpDX.Direct3D12.CpuDescriptorHandle,SharpDX.Mathematics.Interop.RawColor4,System.Int32,SharpDX.Mathematics.Interop.RawRectangle[])">
            <summary>
            <p> Sets all the elements in a render target to one value. </p>
            </summary>
            <param name = "renderTargetView"><dd>  <p> Specifies a <see cref = "T:SharpDX.Direct3D12.CpuDescriptorHandle"/> structure that describes the CPU descriptor handle that represents the start of the heap for the render target to be cleared. </p> </dd></param>
            <param name = "colorRGBA"><dd>  <p> A 4-component array that represents the color to fill the render target with. </p> </dd></param>
            <param name = "numRects"><dd>  <p> The number of rectangles in the array that the <em>pRects</em> parameter specifies. </p> </dd></param>
            <param name = "rectsRef"><dd>  <p> An array of <strong>D3D12_RECT</strong> structures for the rectangles in the resource view to clear. If <strong><c>null</c></strong>, <strong>ClearRenderTargetView</strong> clears the entire resource view. </p> </dd></param>
            <remarks>
            <p><strong>ClearRenderTargetView</strong> may be used to initialize resources which alias the same heap memory. See <strong>CreatePlacedResource</strong> for more details.</p>
            </remarks>
            <doc-id>dn903842</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::ClearRenderTargetView([In] D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetView,[In] const SHARPDX_COLOR4* ColorRGBA,[In] unsigned int NumRects,[In, Buffer] const RECT* pRects)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::ClearRenderTargetView</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.ClearUnorderedAccessViewUint(SharpDX.Direct3D12.GpuDescriptorHandle,SharpDX.Direct3D12.CpuDescriptorHandle,SharpDX.Direct3D12.Resource,SharpDX.Mathematics.Interop.RawInt4,System.Int32,SharpDX.Mathematics.Interop.RawRectangle[])">
            <summary>
            <p> Sets all the elements in a unordered-access view to the specified integer values. </p>
            </summary>
            <param name = "viewGPUHandleInCurrentHeap"><dd>  <p> A <strong><see cref = "T:SharpDX.Direct3D12.GpuDescriptorHandle"/></strong> structure that describes the GPU descriptor handle that represents the start of the heap for the unordered-access view to clear. </p> </dd></param>
            <param name = "viewCPUHandle"><dd>  <p> A <strong><see cref = "T:SharpDX.Direct3D12.CpuDescriptorHandle"/></strong> structure that describes the CPU descriptor handle that represents the start of the heap for the render target to clear. </p> </dd></param>
            <param name = "resourceRef"><dd>  <p> A reference to the <strong><see cref = "T:SharpDX.Direct3D12.Resource"/></strong> interface that represents the unordered-access-view resource to clear. </p> </dd></param>
            <param name = "values"><dd>  <p> A 4-component array that containing the values to fill the unordered-access-view resource with. </p> </dd></param>
            <param name = "numRects"><dd>  <p> The number of rectangles in the array that the <em>pRects</em> parameter specifies. </p> </dd></param>
            <param name = "rectsRef"><dd>  <p> An array of <strong>D3D12_RECT</strong> structures for the rectangles in the resource view to clear. If <strong><c>null</c></strong>, <strong>ClearUnorderedAccessViewUint</strong> clears the entire resource view. </p> </dd></param>
            <doc-id>dn903853</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::ClearUnorderedAccessViewUint([In] D3D12_GPU_DESCRIPTOR_HANDLE ViewGPUHandleInCurrentHeap,[In] D3D12_CPU_DESCRIPTOR_HANDLE ViewCPUHandle,[In] ID3D12Resource* pResource,[In] const SHARPDX_INT4* Values,[In] unsigned int NumRects,[In, Buffer] const RECT* pRects)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::ClearUnorderedAccessViewUint</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.ClearUnorderedAccessViewFloat(SharpDX.Direct3D12.GpuDescriptorHandle,SharpDX.Direct3D12.CpuDescriptorHandle,SharpDX.Direct3D12.Resource,SharpDX.Mathematics.Interop.RawVector4,System.Int32,SharpDX.Mathematics.Interop.RawRectangle[])">
            <summary>
            <p>Sets all the elements in a unordered access view to the specified float values.</p>
            </summary>
            <param name = "viewGPUHandleInCurrentHeap"><dd>  <p> Describes the GPU descriptor handle that represents the start of the heap for the unordered-access view to clear. </p> </dd></param>
            <param name = "viewCPUHandle"><dd>  <p> Describes the CPU descriptor handle that represents the start of the heap for the render target to clear. </p> </dd></param>
            <param name = "resourceRef"><dd>  <p> A reference to the <strong><see cref = "T:SharpDX.Direct3D12.Resource"/></strong> interface that represents the unordered-access-view resource to clear. </p> </dd></param>
            <param name = "values"><dd>  <p> A 4-component array that containing the values to fill the unordered-access-view resource with. </p> </dd></param>
            <param name = "numRects"><dd>  <p> The number of rectangles in the array that the <em>pRects</em> parameter specifies. </p> </dd></param>
            <param name = "rectsRef"><dd>  <p> An array of <strong>D3D12_RECT</strong> structures for the rectangles in the resource view to clear. If <strong><c>null</c></strong>, <strong>ClearUnorderedAccessViewFloat</strong> clears the entire resource view. </p> </dd></param>
            <doc-id>dn903849</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::ClearUnorderedAccessViewFloat([In] D3D12_GPU_DESCRIPTOR_HANDLE ViewGPUHandleInCurrentHeap,[In] D3D12_CPU_DESCRIPTOR_HANDLE ViewCPUHandle,[In] ID3D12Resource* pResource,[In] const SHARPDX_VECTOR4* Values,[In] unsigned int NumRects,[In, Buffer] const RECT* pRects)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::ClearUnorderedAccessViewFloat</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.DiscardResource(SharpDX.Direct3D12.Resource,System.Nullable{SharpDX.Direct3D12.DiscardRegion})">
            <summary>
            <p>Discards a resource.</p>
            </summary>
            <param name = "resourceRef"><dd>  <p> A reference to the <strong><see cref = "T:SharpDX.Direct3D12.Resource"/></strong> interface for the resource to discard. </p> </dd></param>
            <param name = "regionRef"><dd>  <p> A reference to a <strong><see cref = "T:SharpDX.Direct3D12.DiscardRegion"/></strong> structure that describes details for the discard-resource operation. </p> </dd></param>
            <remarks>
            <p>The semantics of <strong>DiscardResource</strong> change based on the command list type.</p><p> For <strong>D3D12_COMMAND_LIST_TYPE_DIRECT</strong>, the following two rules apply:
            </p><ul> <li>When a resource has the <strong>D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET</strong> flag, <strong>DiscardResource</strong> must be called when the discarded subresource regions are in the <strong>D3D12_RESOURCE_STATE_RENDER_TARGET</strong> resource barrier state.</li> <li>When a resource has the <strong>D3D12_RESOURCE_FLAG _ALLOW_DEPTH_STENCIL</strong> flag, <strong>DiscardResource</strong> must be called when the discarded subresource regions are in the <strong>D3D12_RESOURCE_STATE_DEPTH_WRITE</strong>.
            </li> </ul><p>For <strong>D3D12_COMMAND_LIST_TYPE_COMPUTE</strong>, the following rule applies:
            </p><ul> <li>The resource must have the <strong>D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS</strong> flag, and <strong>DiscardResource</strong> must be called when the discarded subresource regions are in the <strong>D3D12_RESOURCE_STATE_UNORDERED_ACCESS</strong> resource barrier state.</li> </ul><p><strong>DiscardResource</strong> is not supported on command lists with either <strong>D3D12_COMMAND_LIST_TYPE_BUNDLE</strong> nor <strong>D3D12_COMMAND_LIST_TYPE_COPY</strong>.</p>
            </remarks>
            <doc-id>dn903869</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::DiscardResource([In] ID3D12Resource* pResource,[In, Optional] const D3D12_DISCARD_REGION* pRegion)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::DiscardResource</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.BeginQuery(SharpDX.Direct3D12.QueryHeap,SharpDX.Direct3D12.QueryType,System.Int32)">
            <summary>
            <p>Starts a query running.</p>
            </summary>
            <param name = "queryHeapRef"><dd>  <p> Specifies the <strong><see cref = "T:SharpDX.Direct3D12.QueryHeap"/></strong> containing the query. </p> </dd></param>
            <param name = "type"><dd>  <p> Specifies one member of <strong><see cref = "T:SharpDX.Direct3D12.QueryType"/></strong>. </p> </dd></param>
            <param name = "index"><dd>  <p> Specifies the index of the query within the query heap. </p> </dd></param>
            <remarks>
            <p> In Direct3D 12, the usage of queries is more restricted than Direct3D 11.  The following scenarios are no longer supported: </p><ul> <li> A call to <strong>BeginQuery</strong> followed by another call to  <strong>BeginQuery</strong> without an intervening call to <strong>EndQuery</strong>. </li> <li> A call to <strong>EndQuery</strong> followed by <strong>EndQuery</strong> without an intervening call to <strong>BeginQuery</strong>. </li> </ul><p> Given these restrictions, there are 3 states that a query can be in: </p><ul> <li>Inactive (this is the initial state of all queries)</li> <li>Querying</li> <li>Predicating</li> </ul><p><strong>BeginQuery</strong> transitions a query from the inactive state to the querying state. <strong>EndQuery</strong> transitions a query from the querying state to the inactive state. <strong>SetPredication</strong> transitions the previous set query from the predicating state to the inactive state and transitions the newly set query from the inactive state to the predicating state. </p>
            </remarks>
            <doc-id>dn903838</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::BeginQuery([In] ID3D12QueryHeap* pQueryHeap,[In] D3D12_QUERY_TYPE Type,[In] unsigned int Index)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::BeginQuery</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.EndQuery(SharpDX.Direct3D12.QueryHeap,SharpDX.Direct3D12.QueryType,System.Int32)">
            <summary>
            <p> Ends a running query. </p>
            </summary>
            <param name = "queryHeapRef"><dd>  <p> Specifies the <strong><see cref = "T:SharpDX.Direct3D12.QueryHeap"/></strong> containing the query. </p> </dd></param>
            <param name = "type"><dd>  <p> Specifies one member of <strong><see cref = "T:SharpDX.Direct3D12.QueryType"/></strong>. </p> </dd></param>
            <param name = "index"><dd>  <p> Specifies the index of the query in the query heap. </p> </dd></param>
            <remarks>
            <p> Refer to the remarks for <strong>BeginQuery</strong>, and to Queries. </p>
            </remarks>
            <doc-id>dn903881</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::EndQuery([In] ID3D12QueryHeap* pQueryHeap,[In] D3D12_QUERY_TYPE Type,[In] unsigned int Index)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::EndQuery</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.ResolveQueryData(SharpDX.Direct3D12.QueryHeap,SharpDX.Direct3D12.QueryType,System.Int32,System.Int32,SharpDX.Direct3D12.Resource,System.Int64)">
            <summary>
            <p> </p><p> Extracts data from a query. <strong>ResolveQueryData</strong> works with all heap types (default, upload, and readback).? </p>
            </summary>
            <param name = "queryHeapRef"><dd>  <p> Specifies the  <strong><see cref = "T:SharpDX.Direct3D12.QueryHeap"/></strong> containing the queries to resolve. </p> </dd></param>
            <param name = "type"><dd>  <p> Specifies the type of query, one member of <strong><see cref = "T:SharpDX.Direct3D12.QueryType"/></strong>. </p> </dd></param>
            <param name = "startIndex"><dd>  <p> Specifies an index of the first query to resolve. </p> </dd></param>
            <param name = "numQueries"><dd>  <p> Specifies the number of queries to resolve. </p> </dd></param>
            <param name = "destinationBufferRef"><dd>  <p> Specifies an <strong><see cref = "T:SharpDX.Direct3D12.Resource"/></strong> destination buffer, which must be in the state <strong>D3D12_RESOURCE_STATE_COPY_DEST</strong>. </p> </dd></param>
            <param name = "alignedDestinationBufferOffset"><dd>  <p> Specifies an alignment offset into the destination buffer. Must be a multiple of 8 bytes. </p> </dd></param>
            <remarks>
            <p><strong>ResolveQueryData</strong> performs a batched operation which writes query data into a destination buffer.  Query data is written contiguously to the destination buffer, and the parameter. </p><p> Binary occlusion queries write 64-bits per query.  The least significant bit is either 0 or 1.  The rest of the bits are 0. </p><p>The core runtime will validate the following:</p><ul> <li><em>StartIndex</em> and <em>NumQueries</em> are within range. </li> <li><em>AlignedDestinationBufferOffset</em> is a multiple of 8 bytes. </li> <li><em>DestinationBuffer</em> is a buffer. </li> <li> The written data will not overflow the output buffer. </li> <li> The query type must be supported by the command list type. </li> <li> The query type must be supported by the query heap. </li> </ul><p> The debug layer will issue a warning if the destination buffer is not in the D3D12_RESOURCE_STATE_COPY_DEST state. </p>
            </remarks>
            <doc-id>dn903896</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::ResolveQueryData([In] ID3D12QueryHeap* pQueryHeap,[In] D3D12_QUERY_TYPE Type,[In] unsigned int StartIndex,[In] unsigned int NumQueries,[In] ID3D12Resource* pDestinationBuffer,[In] unsigned longlong AlignedDestinationBufferOffset)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::ResolveQueryData</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetPredication(SharpDX.Direct3D12.Resource,System.Int64,SharpDX.Direct3D12.PredicationOperation)">
            <summary>
            No documentation.
            </summary>
            <param name = "bufferRef">No documentation.</param>
            <param name = "alignedBufferOffset">No documentation.</param>
            <param name = "operation">No documentation.</param>
            <unmanaged>void ID3D12GraphicsCommandList::SetPredication([In, Optional] ID3D12Resource* pBuffer,[In] unsigned longlong AlignedBufferOffset,[In] D3D12_PREDICATION_OP Operation)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::SetPredication</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetMarker(System.Int32,System.IntPtr,System.Int32)">
            <summary>
            <p> Not intended to be called directly.? Use the PIX event runtime to insert events into a command list.</p>
            </summary>
            <param name = "metadata">No documentation.</param>
            <param name = "dataRef">No documentation.</param>
            <param name = "size">No documentation.</param>
            <remarks>
            <p>This is a support method used internally by the PIX event runtime.? It is not intended to be called directly.</p><p>To insert instrumentation markers at the current location within a D3D12 command list, use the <strong>PIXSetMarker</strong> function.? This is provided by the WinPixEventRuntime NuGet package.</p>
            </remarks>
            <doc-id>dn986885</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::SetMarker([In] unsigned int Metadata,[In, Buffer, Optional] const void* pData,[In] unsigned int Size)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::SetMarker</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.BeginEvent(System.Int32,System.IntPtr,System.Int32)">
            <summary>
            No documentation.
            </summary>
            <param name = "metadata">No documentation.</param>
            <param name = "dataRef">No documentation.</param>
            <param name = "size">No documentation.</param>
            <unmanaged>void ID3D12GraphicsCommandList::BeginEvent([In] unsigned int Metadata,[In, Buffer, Optional] const void* pData,[In] unsigned int Size)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::BeginEvent</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.EndEvent">
            <summary>
            <p> Not intended to be called directly.? Use the PIX event runtime to insert events into a command list.</p>
            </summary>
            <remarks>
            <p>This is a support method used internally by the PIX event runtime.? It is not intended to be called directly.</p><p>To mark the end of an instrumentation region at the current location within a D3D12 command list, use the <strong>PIXEndEvent</strong> function or <strong>PIXScopedEvent</strong> macro.? These are provided by the WinPixEventRuntime NuGet package.</p>
            </remarks>
            <doc-id>dn903879</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::EndEvent()</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::EndEvent</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.ExecuteIndirect(SharpDX.Direct3D12.CommandSignature,System.Int32,SharpDX.Direct3D12.Resource,System.Int64,SharpDX.Direct3D12.Resource,System.Int64)">
            <summary>
            <p> Apps perform indirect draws/dispatches using the <strong>ExecuteIndirect</strong> method. </p>
            </summary>
            <param name = "commandSignatureRef"><dd>  <p> Specifies a <strong><see cref = "T:SharpDX.Direct3D12.CommandSignature"/></strong>. The data referenced by <em>pArgumentBuffer</em> will be interpreted depending on the contents of the command signature. Refer to Indirect Drawing for the APIs that are used to create a command signature. </p> </dd></param>
            <param name = "maxCommandCount"><dd>  <p>There are two ways that command counts can be specified:</p> <ul> <li> If <em>pCountBuffer</em> is not <c>null</c>, then <em>MaxCommandCount</em> specifies the maximum number of operations which will be performed.  The actual number of operations to be performed are defined by the minimum of this value, and a 32-bit unsigned integer contained in <em>pCountBuffer</em> (at the byte offset specified by <em>CountBufferOffset</em>). </li> <li> If <em>pCountBuffer</em> is <c>null</c>, the <em>MaxCommandCount</em> specifies the exact number of operations which will be performed. </li> </ul> </dd></param>
            <param name = "argumentBufferRef"><dd>  <p> Specifies one or more <strong><see cref = "T:SharpDX.Direct3D12.Resource"/></strong> objects, containing the command arguments. </p> </dd></param>
            <param name = "argumentBufferOffset"><dd>  <p> Specifies an offset into <em>pArgumentBuffer</em> to identify the first command argument. </p> </dd></param>
            <param name = "countBufferRef"><dd>  <p> Specifies a reference to a <strong><see cref = "T:SharpDX.Direct3D12.Resource"/></strong>. </p> </dd></param>
            <param name = "countBufferOffset"><dd>  <p> Specifies a UINT64 that is the offset into <em>pCountBuffer</em>, identifying the argument count. </p> </dd></param>
            <remarks>
            <p>The semantics of this API are defined with the following pseudo-code:</p><p>Non-<c>null</c> pCountBuffer:</p><code>// Read draw count out of count buffer
            UINT CommandCount = pCountBuffer-&gt;ReadUINT32(CountBufferOffset); CommandCount = min(CommandCount, MaxCommandCount) // Get reference to first Commanding argument
            BYTE* Arguments = pArgumentBuffer-&gt;GetBase() + ArgumentBufferOffset; for(UINT CommandIndex = 0; CommandIndex &lt; CommandCount; CommandIndex++)
            { // Interpret the data contained in *Arguments // according to the command signature pCommandSignature-&gt;Interpret(Arguments); Arguments += pCommandSignature -&gt;GetByteStride();
            }
            </code><p><c>null</c> pCountBuffer:</p><code>// Get reference to first Commanding argument
            BYTE* Arguments = pArgumentBuffer-&gt;GetBase() + ArgumentBufferOffset; for(UINT CommandIndex = 0; CommandIndex &lt; MaxCommandCount; CommandIndex++)
            { // Interpret the data contained in *Arguments // according to the command signature pCommandSignature-&gt;Interpret(Arguments); Arguments += pCommandSignature -&gt;GetByteStride();
            }
            </code><p>The debug layer will issue an error if either the count buffer or the argument buffer are not in the D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT state. The core runtime will validate:</p><ul> <li><em>CountBufferOffset</em> and <em>ArgumentBufferOffset</em> are 4-byte aligned </li> <li><em>pCountBuffer</em> and <em>pArgumentBuffer</em> are buffer resources (any heap type) </li> <li> The offset implied by <em>MaxCommandCount</em>, <em>ArgumentBufferOffset</em>, and the drawing program stride do not exceed the bounds of <em>pArgumentBuffer</em> (similarly for count buffer) </li> <li>The command list is a direct command list or a compute command list (not a copy or JPEG decode command list)</li> <li>The root signature of the command list matches the root signature of the command signature</li> </ul><p> The functionality of two APIs from earlier versions of Direct3D, <code>DrawInstancedIndirect</code> and <code>DrawIndexedInstancedIndirect</code>, are encompassed by  <strong>ExecuteIndirect</strong>. </p>
            </remarks>
            <doc-id>dn903884</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::ExecuteIndirect([In] ID3D12CommandSignature* pCommandSignature,[In] unsigned int MaxCommandCount,[In] ID3D12Resource* pArgumentBuffer,[In] unsigned longlong ArgumentBufferOffset,[In, Optional] ID3D12Resource* pCountBuffer,[In] unsigned longlong CountBufferOffset)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::ExecuteIndirect</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetViewports(System.Int32,System.IntPtr)">
            <summary>
            <p> Bind an array of viewports to the rasterizer stage of the pipeline. </p>
            </summary>
            <param name = "numViewports"><dd>  <p> Number of viewports to bind. The range of valid values is (0, D3D12_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE). </p> </dd></param>
            <param name = "viewportsRef"><dd>  <p> An array of <strong><see cref = "T:SharpDX.Direct3D12.Viewport"/></strong> structures to bind to the device. </p> </dd></param>
            <remarks>
            <p> All viewports must be set atomically as one operation. Any viewports not defined by the call are disabled. </p><p> Which viewport to use is determined by the SV_ViewportArrayIndex semantic output by a geometry shader; if a geometry shader does not specify the semantic, Direct3D will use the first viewport in the array. </p><strong>Note</strong>?? Even though you specify float values to the members of the <strong><see cref = "T:SharpDX.Direct3D12.Viewport"/></strong> structure for the <em>pViewports</em> array in a call to  <strong>RSSetViewports</strong> for feature levels 9_x, <strong>RSSetViewports</strong> uses DWORDs internally. Because of this behavior, when you use a negative top left corner for the viewport, the call to  <strong>RSSetViewports</strong> for feature levels 9_x fails. This failure occurs because <strong>RSSetViewports</strong> for 9_x casts the floating point values into unsigned integers without validation, which results in integer overflow.?
            </remarks>
            <doc-id>dn903900</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::RSSetViewports([In] unsigned int NumViewports,[In, Buffer] const D3D12_VIEWPORT* pViewports)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::RSSetViewports</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetScissorRectangles(System.Int32,System.IntPtr)">
            <summary>
            No documentation.
            </summary>
            <param name = "numRects">No documentation.</param>
            <param name = "rectsRef">No documentation.</param>
            <unmanaged>void ID3D12GraphicsCommandList::RSSetScissorRects([In] unsigned int NumRects,[In, Buffer] const RECT* pRects)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::RSSetScissorRects</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetDescriptorHeaps(System.Int32,SharpDX.ComArray{SharpDX.Direct3D12.DescriptorHeap})">
            <summary>
            <p> Changes the currently bound descriptor heaps that are associated with a command list. </p>
            </summary>
            <param name = "numDescriptorHeaps"><dd>  <p> Number of descriptor heaps to bind. </p> </dd></param>
            <param name = "descriptorHeapsOut"><dd>  <p> A reference to an array of <strong><see cref = "T:SharpDX.Direct3D12.DescriptorHeap"/></strong> objects for the heaps to set on the command list. </p> </dd></param>
            <remarks>
            <p><strong>SetDescriptorHeaps</strong> can be called on a bundle, but the bundle descriptor heaps must match the calling command list descriptor heap. For more information on bundle restrictions, refer to Creating and Recording Command Lists and Bundles.</p>
            </remarks>
            <doc-id>Dn903908</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::SetDescriptorHeaps([In] unsigned int NumDescriptorHeaps,[In, Buffer] const ID3D12DescriptorHeap** ppDescriptorHeaps)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::SetDescriptorHeaps</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList.SetDescriptorHeaps(System.Int32,System.IntPtr)">
            <summary>
            <p> Changes the currently bound descriptor heaps that are associated with a command list. </p>
            </summary>
            <param name = "numDescriptorHeaps"><dd>  <p> Number of descriptor heaps to bind. </p> </dd></param>
            <param name = "descriptorHeapsOut"><dd>  <p> A reference to an array of <strong><see cref = "T:SharpDX.Direct3D12.DescriptorHeap"/></strong> objects for the heaps to set on the command list. </p> </dd></param>
            <remarks>
            <p><strong>SetDescriptorHeaps</strong> can be called on a bundle, but the bundle descriptor heaps must match the calling command list descriptor heap. For more information on bundle restrictions, refer to Creating and Recording Command Lists and Bundles.</p>
            </remarks>
            <doc-id>Dn903908</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList::SetDescriptorHeaps([In] unsigned int NumDescriptorHeaps,[In, Buffer] const ID3D12DescriptorHeap** ppDescriptorHeaps)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList::SetDescriptorHeaps</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.HeapProperties">
            <summary>
            <p>Describes heap properties.</p>
            </summary>
            <remarks>
            <p> This structure is used by the following: </p><ul> <li> <strong><see cref = "T:SharpDX.Direct3D12.HeapDescription"/></strong> structure </li> <li> <strong>ID3D12Resource::GetHeapProperties</strong> </li> <li> <strong>ID3D12Device::GetCustomHeapProperties</strong> </li> <li> <strong>ID3D12Device::CreateCommittedResource</strong> </li> </ul><p> Valid combinations of struct member values: </p><ul> <li> When <strong>Type</strong> is <strong><see cref = "T:SharpDX.Direct3D12.HeapType"/></strong>_CUSTOM, <strong>CPUPageProperty</strong> and <strong>MemoryPoolPreference</strong> must not be ..._UNKNOWN. </li> <li> When <strong>Type</strong> is not D3D12_HEAP_TYPE_CUSTOM, <strong>CPUPageProperty</strong> and <strong>MemoryPoolPreference</strong> must be ..._UNKNOWN. </li> <li> When using D3D12_HEAP_TYPE_CUSTOM and <strong><see cref = "T:SharpDX.Direct3D12.MemoryPool"/></strong>_L1, on NUMA adapters, <strong>CPUPageProperty</strong> must be <strong><see cref = "T:SharpDX.Direct3D12.CpuPageProperty"/></strong>_NOT_AVAILABLE. To differentiate NUMA from UMA adapters, see <strong><see cref = "T:SharpDX.Direct3D12.Feature"/></strong>_ARCHITECTURE and <strong><see cref = "T:SharpDX.Direct3D12.FeatureDataArchitecture"/></strong>. </li> </ul>
            </remarks>
            <doc-id>dn770373</doc-id>
            <unmanaged>D3D12_HEAP_PROPERTIES</unmanaged>
            <unmanaged-short>D3D12_HEAP_PROPERTIES</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.HeapProperties.#ctor(SharpDX.Direct3D12.HeapType,SharpDX.Direct3D12.CpuPageProperty,SharpDX.Direct3D12.MemoryPool,System.Int32,System.Int32)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D12.HeapProperties"/> struct.
            </summary>
            <param name="type">The type.</param>
            <param name="cpuPageProperty">The cpu page properties.</param>
            <param name="memoryPoolPreference">The memory pool preference.</param>
            <param name="creationNodeMask"></param>
            <param name="visibleNodeMask"></param>
        </member>
        <member name="M:SharpDX.Direct3D12.HeapProperties.#ctor(SharpDX.Direct3D12.CpuPageProperty,SharpDX.Direct3D12.MemoryPool,System.Int32,System.Int32)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D12.HeapProperties"/> struct with <see cref="F:SharpDX.Direct3D12.HeapType.Custom"/>
            </summary>
            <param name="cpuPageProperty">The cpu page properties.</param>
            <param name="memoryPoolPreference">The memory pool preference.</param>
            <param name="creationNodeMask"></param>
            <param name="visibleNodeMask"></param>
        </member>
        <member name="M:SharpDX.Direct3D12.HeapProperties.#ctor(SharpDX.Direct3D12.HeapType,System.Int32,System.Int32)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D12.HeapProperties"/> struct.
            </summary>
            <param name="type">The type.</param>
            <param name="creationNodeMask"></param>
            <param name="visibleNodeMask"></param>
        </member>
        <member name="P:SharpDX.Direct3D12.HeapProperties.IsCpuAccessible">
            <summary>
            Gets a value indicating whether this instance is cpu accessible.
            </summary>
            <value><c>true</c> if this instance is cpu accessible; otherwise, <c>false</c>.</value>
        </member>
        <member name="F:SharpDX.Direct3D12.HeapProperties.Type">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.Direct3D12.HeapType"/></strong>-typed value that specifies the type of heap. </p> </dd>
            </summary>
            <doc-id>dn770373</doc-id>
            <unmanaged>Type</unmanaged>
            <unmanaged-short>Type</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.HeapProperties.CPUPageProperty">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.Direct3D12.CpuPageProperty"/></strong>-typed value that specifies the CPU-page properties for the heap. </p> </dd>
            </summary>
            <doc-id>dn770373</doc-id>
            <unmanaged>CPUPageProperty</unmanaged>
            <unmanaged-short>CPUPageProperty</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.HeapProperties.MemoryPoolPreference">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.Direct3D12.MemoryPool"/></strong>-typed value that specifies the memory pool for the heap. </p> </dd>
            </summary>
            <doc-id>dn770373</doc-id>
            <unmanaged>MemoryPoolPreference</unmanaged>
            <unmanaged-short>MemoryPoolPreference</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.HeapProperties.CreationNodeMask">
            <summary>
            <dd> <p> For multi-adapter operation, this indicates the node where the resource should be created. Exactly one bit of this UINT must be set. See Multi-Adapter. </p> <p> Passing zero is equivalent to passing one, in order to simplify the usage of single-GPU adapters. </p> </dd>
            </summary>
            <doc-id>dn770373</doc-id>
            <unmanaged>CreationNodeMask</unmanaged>
            <unmanaged-short>CreationNodeMask</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.HeapProperties.VisibleNodeMask">
            <summary>
            <dd> <p> For multi-adapter operation, this indicates the set of nodes where the resource is visible. <em>VisibleNodeMask</em> must have the same bits set as <em>CreationNodeMask</em> has. See Multi-Adapter. </p> <p> Passing zero is equivalent to passing one, in order to simplify the usage of single-GPU adapters. </p> </dd>
            </summary>
            <doc-id>dn770373</doc-id>
            <unmanaged>VisibleNodeMask</unmanaged>
            <unmanaged-short>VisibleNodeMask</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.InfoQueue.MessageCountLimit">
            <summary>
            <p>Get or sets the maximum number of messages that can be added to the message queue. </p>
            </summary>
            <doc-id>dn950175</doc-id>
            <unmanaged>GetMessageCountLimit / SetMessageCountLimit</unmanaged>
            <unmanaged-short>GetMessageCountLimit</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.InfoQueue.NumMessagesAllowedByStorageFilter">
            <summary>
            <p> Get the number of messages that were allowed to pass through a storage filter. </p>
            </summary>
            <doc-id>dn950177</doc-id>
            <unmanaged>GetNumMessagesAllowedByStorageFilter</unmanaged>
            <unmanaged-short>GetNumMessagesAllowedByStorageFilter</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.InfoQueue.NumMessagesDeniedByStorageFilter">
            <summary>
            <p>Get the number of messages that were denied passage through a storage filter. </p>
            </summary>
            <doc-id>dn950178</doc-id>
            <unmanaged>GetNumMessagesDeniedByStorageFilter</unmanaged>
            <unmanaged-short>GetNumMessagesDeniedByStorageFilter</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.InfoQueue.NumStoredMessages">
            <summary>
            <p> Get the number of messages currently stored in the message queue. </p>
            </summary>
            <doc-id>dn950180</doc-id>
            <unmanaged>GetNumStoredMessages</unmanaged>
            <unmanaged-short>GetNumStoredMessages</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.InfoQueue.NumStoredMessagesAllowedByRetrievalFilter">
            <summary>
            <p> Get the number of messages that are able to pass through a retrieval filter. </p>
            </summary>
            <doc-id>dn950181</doc-id>
            <unmanaged>GetNumStoredMessagesAllowedByRetrievalFilter</unmanaged>
            <unmanaged-short>GetNumStoredMessagesAllowedByRetrievalFilter</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.InfoQueue.NumMessagesDiscardedByMessageCountLimit">
            <summary>
            <p> Get the number of messages that were discarded due to the message count limit. </p>
            </summary>
            <remarks>
            <p>Get and set the message count limit with <strong>GetMessageCountLimit</strong> and <strong>SetMessageCountLimit</strong>, respectively. </p>
            </remarks>
            <doc-id>dn950179</doc-id>
            <unmanaged>GetNumMessagesDiscardedByMessageCountLimit</unmanaged>
            <unmanaged-short>GetNumMessagesDiscardedByMessageCountLimit</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.InfoQueue.StorageFilterStackSize">
            <summary>
            <p> Get the size of the storage-filter stack in bytes. </p>
            </summary>
            <doc-id>dn950185</doc-id>
            <unmanaged>GetStorageFilterStackSize</unmanaged>
            <unmanaged-short>GetStorageFilterStackSize</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.InfoQueue.RetrievalFilterStackSize">
            <summary>
            <p> Get the size of the retrieval-filter stack in bytes. </p>
            </summary>
            <doc-id>dn950183</doc-id>
            <unmanaged>GetRetrievalFilterStackSize</unmanaged>
            <unmanaged-short>GetRetrievalFilterStackSize</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.InfoQueue.MuteDebugOutput">
            <summary>
            <p>Get or sets a boolean that determines if debug output is on or off. </p>
            </summary>
            <doc-id>dn950176</doc-id>
            <unmanaged>GetMuteDebugOutput / SetMuteDebugOutput</unmanaged>
            <unmanaged-short>GetMuteDebugOutput</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.InfoQueue.SetMessageCountLimit(System.Int64)">
            <summary>
            <p> Set the maximum number of messages that can be added to the message queue. </p>
            </summary>
            <param name = "messageCountLimit"><dd>  <p> Maximum number of messages that can be added to the message queue. -1 means no limit. When the number of messages in the message queue has reached the maximum limit, new messages coming in will push old messages out. </p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes.  </p></returns>
            <doc-id>dn950198</doc-id>
            <unmanaged>HRESULT ID3D12InfoQueue::SetMessageCountLimit([In] unsigned longlong MessageCountLimit)</unmanaged>
            <unmanaged-short>ID3D12InfoQueue::SetMessageCountLimit</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.InfoQueue.ClearStoredMessages">
            <summary>
            <p> Clear all messages from the message queue. </p>
            </summary>
            <doc-id>dn950170</doc-id>
            <unmanaged>void ID3D12InfoQueue::ClearStoredMessages()</unmanaged>
            <unmanaged-short>ID3D12InfoQueue::ClearStoredMessages</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.InfoQueue.GetMessage(System.Int64,System.IntPtr,SharpDX.PointerSize@)">
            <summary>
            <p> Get a message from the message queue. </p>
            </summary>
            <param name = "messageIndex"><dd>  <p>Index into message queue after an optional retrieval filter has been applied. This can be between 0 and the number of messages in the message queue that pass through the retrieval filter (which can be obtained with <strong>GetNumStoredMessagesAllowedByRetrievalFilter</strong>). 0 is the message at the front of the message queue. </p> </dd></param>
            <param name = "messageRef"><dd>  <p> Returned message.</p> </dd></param>
            <param name = "messageByteLengthRef"><dd>  <p>Size of <em>pMessage</em> in bytes. </p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes.  </p></returns>
            <remarks>
            <p>This method does not remove any messages from the message queue. </p><p>This method gets messages from the message queue after an optional retrieval filter has been applied. </p><p>Applications should call this method twice to retrieve a message - first to obtain the size of the message and second to get the message. Here is a typical example: </p><code> // Get the size of the message
            <see cref = "T:SharpDX.PointerSize"/> messageLength = 0;
            <see cref = "T:SharpDX.Result"/> hr = pInfoQueue-&gt;GetMessage(0, <c>null</c>, &amp;messageLength); // Allocate space and get the message
            <see cref = "T:SharpDX.Direct3D12.Message"/> * pMessage = (<see cref = "T:SharpDX.Direct3D12.Message"/>*)malloc(messageLength);
            hr = pInfoQueue-&gt;GetMessage(0, pMessage, &amp;messageLength); 
            </code>
            </remarks>
            <doc-id>dn950174</doc-id>
            <unmanaged>HRESULT ID3D12InfoQueue::GetMessageW([In] unsigned longlong MessageIndex,[In] D3D12_MESSAGE* pMessage,[InOut] SIZE_T* pMessageByteLength)</unmanaged>
            <unmanaged-short>ID3D12InfoQueue::GetMessageW</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.InfoQueue.GetNumMessagesAllowedByStorageFilter">
            <summary>
            <p> Get the number of messages that were allowed to pass through a storage filter. </p>
            </summary>
            <returns><p> Number of messages allowed by a storage filter. </p></returns>
            <doc-id>dn950177</doc-id>
            <unmanaged>unsigned longlong ID3D12InfoQueue::GetNumMessagesAllowedByStorageFilter()</unmanaged>
            <unmanaged-short>ID3D12InfoQueue::GetNumMessagesAllowedByStorageFilter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.InfoQueue.GetNumMessagesDeniedByStorageFilter">
            <summary>
            <p>Get the number of messages that were denied passage through a storage filter. </p>
            </summary>
            <returns><p> Number of messages denied by a storage filter. </p></returns>
            <doc-id>dn950178</doc-id>
            <unmanaged>unsigned longlong ID3D12InfoQueue::GetNumMessagesDeniedByStorageFilter()</unmanaged>
            <unmanaged-short>ID3D12InfoQueue::GetNumMessagesDeniedByStorageFilter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.InfoQueue.GetNumStoredMessages">
            <summary>
            <p> Get the number of messages currently stored in the message queue. </p>
            </summary>
            <returns><p> Number of messages currently stored in the message queue. </p></returns>
            <doc-id>dn950180</doc-id>
            <unmanaged>unsigned longlong ID3D12InfoQueue::GetNumStoredMessages()</unmanaged>
            <unmanaged-short>ID3D12InfoQueue::GetNumStoredMessages</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.InfoQueue.GetNumStoredMessagesAllowedByRetrievalFilter">
            <summary>
            <p> Get the number of messages that are able to pass through a retrieval filter. </p>
            </summary>
            <returns><p>Number of messages allowed by a retrieval filter. </p></returns>
            <doc-id>dn950181</doc-id>
            <unmanaged>unsigned longlong ID3D12InfoQueue::GetNumStoredMessagesAllowedByRetrievalFilter()</unmanaged>
            <unmanaged-short>ID3D12InfoQueue::GetNumStoredMessagesAllowedByRetrievalFilter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.InfoQueue.GetNumMessagesDiscardedByMessageCountLimit">
            <summary>
            <p> Get the number of messages that were discarded due to the message count limit. </p>
            </summary>
            <returns><p> Number of messages discarded. </p></returns>
            <remarks>
            <p>Get and set the message count limit with <strong>GetMessageCountLimit</strong> and <strong>SetMessageCountLimit</strong>, respectively. </p>
            </remarks>
            <doc-id>dn950179</doc-id>
            <unmanaged>unsigned longlong ID3D12InfoQueue::GetNumMessagesDiscardedByMessageCountLimit()</unmanaged>
            <unmanaged-short>ID3D12InfoQueue::GetNumMessagesDiscardedByMessageCountLimit</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.InfoQueue.GetMessageCountLimit">
            <summary>
            <p> Get the maximum number of messages that can be added to the message queue. </p>
            </summary>
            <returns><p> Maximum number of messages that can be added to the queue. -1 means no limit. When the number of messages in the message queue has reached the maximum limit, new messages coming in will push old messages out. </p></returns>
            <doc-id>dn950175</doc-id>
            <unmanaged>unsigned longlong ID3D12InfoQueue::GetMessageCountLimit()</unmanaged>
            <unmanaged-short>ID3D12InfoQueue::GetMessageCountLimit</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.InfoQueue.AddStorageFilterEntries(SharpDX.Direct3D12.InfoQueueFilter)">
            <summary>
            <p> Add storage filters to the top of the storage-filter stack. </p>
            </summary>
            <param name = "filterRef"><dd>  <p> Array of storage filters.</p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes.  </p></returns>
            <doc-id>dn950167</doc-id>
            <unmanaged>HRESULT ID3D12InfoQueue::AddStorageFilterEntries([In] D3D12_INFO_QUEUE_FILTER* pFilter)</unmanaged>
            <unmanaged-short>ID3D12InfoQueue::AddStorageFilterEntries</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.InfoQueue.GetStorageFilter(System.IntPtr,SharpDX.PointerSize@)">
            <summary>
            <p> Get the storage filter at the top of the storage-filter stack. </p>
            </summary>
            <param name = "filterRef"><dd>  <p> Storage filter at the top of the storage-filter stack. </p> </dd></param>
            <param name = "filterByteLengthRef"><dd>  <p> Size of the storage filter in bytes. If <em>pFilter</em> is <c>null</c>, the size of the storage filter will be output to this parameter. </p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes.  </p></returns>
            <doc-id>dn950184</doc-id>
            <unmanaged>HRESULT ID3D12InfoQueue::GetStorageFilter([In] D3D12_INFO_QUEUE_FILTER* pFilter,[InOut] SIZE_T* pFilterByteLength)</unmanaged>
            <unmanaged-short>ID3D12InfoQueue::GetStorageFilter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.InfoQueue.ClearStorageFilter">
            <summary>
            <p>Remove a storage filter from the top of the storage-filter stack. </p>
            </summary>
            <doc-id>dn950169</doc-id>
            <unmanaged>void ID3D12InfoQueue::ClearStorageFilter()</unmanaged>
            <unmanaged-short>ID3D12InfoQueue::ClearStorageFilter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.InfoQueue.PushEmptyStorageFilter">
            <summary>
            <p> Push an empty storage filter onto the storage-filter stack. </p>
            </summary>
            <returns><p> This method returns one of the Direct3D 12 Return Codes.  </p></returns>
            <remarks>
            <p>An empty storage filter allows all messages to pass through. </p>
            </remarks>
            <doc-id>dn950191</doc-id>
            <unmanaged>HRESULT ID3D12InfoQueue::PushEmptyStorageFilter()</unmanaged>
            <unmanaged-short>ID3D12InfoQueue::PushEmptyStorageFilter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.InfoQueue.PushCopyOfStorageFilter">
            <summary>
            <p> Push a copy of storage filter currently on the top of the storage-filter stack onto the storage-filter stack. </p>
            </summary>
            <returns><p> This method returns one of the Direct3D 12 Return Codes.  </p></returns>
            <doc-id>dn950189</doc-id>
            <unmanaged>HRESULT ID3D12InfoQueue::PushCopyOfStorageFilter()</unmanaged>
            <unmanaged-short>ID3D12InfoQueue::PushCopyOfStorageFilter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.InfoQueue.PushStorageFilter(SharpDX.Direct3D12.InfoQueueFilter)">
            <summary>
            <p> Push a storage filter onto the storage-filter stack. </p>
            </summary>
            <param name = "filterRef"><dd>  <p> Pointer to a storage filter.</p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes.  </p></returns>
            <doc-id>dn950193</doc-id>
            <unmanaged>HRESULT ID3D12InfoQueue::PushStorageFilter([In] D3D12_INFO_QUEUE_FILTER* pFilter)</unmanaged>
            <unmanaged-short>ID3D12InfoQueue::PushStorageFilter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.InfoQueue.PopStorageFilter">
            <summary>
            <p> Pop a storage filter from the top of the storage-filter stack. </p>
            </summary>
            <doc-id>dn950187</doc-id>
            <unmanaged>void ID3D12InfoQueue::PopStorageFilter()</unmanaged>
            <unmanaged-short>ID3D12InfoQueue::PopStorageFilter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.InfoQueue.GetStorageFilterStackSize">
            <summary>
            <p> Get the size of the storage-filter stack in bytes. </p>
            </summary>
            <returns><p> Size of the storage-filter stack in bytes. </p></returns>
            <doc-id>dn950185</doc-id>
            <unmanaged>unsigned int ID3D12InfoQueue::GetStorageFilterStackSize()</unmanaged>
            <unmanaged-short>ID3D12InfoQueue::GetStorageFilterStackSize</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.InfoQueue.AddRetrievalFilterEntries(SharpDX.Direct3D12.InfoQueueFilter)">
            <summary>
            <p> Add storage filters to the top of the retrieval-filter stack. </p>
            </summary>
            <param name = "filterRef"><dd>  <p>Array of retrieval filters. </p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes.  </p></returns>
            <remarks>
            <p>The following code example shows how to use this method: </p><code> <see cref = "T:SharpDX.Direct3D12.MessageCategory"/> cats[] = { ..., ..., ... };
            <see cref = "T:SharpDX.Direct3D12.MessageSeverity"/> sevs[] = { ..., ..., ... };
            UINT ids[] = { ..., ..., ... }; <see cref = "T:SharpDX.Direct3D12.InfoQueueFilter"/> filter;
            memset( &amp;filter, 0, sizeof(filter) ); // To set the type of messages to allow, 
            // set filter.AllowList as follows:
            filter.AllowList.NumCategories = sizeof(cats / sizeof(<see cref = "T:SharpDX.Direct3D12.MessageCategory"/>)); 
            filter.AllowList.pCategoryList = cats;
            filter.AllowList.NumSeverities = sizeof(sevs / sizeof(<see cref = "T:SharpDX.Direct3D12.MessageSeverity"/>)); 
            filter.AllowList.pSeverityList = sevs;
            filter.AllowList.NumIDs = sizeof(ids) / sizeof(UINT);
            filter.AllowList.pIDList = ids; // To set the type of messages to deny, set filter.DenyList 
            // similarly to the preceding filter.AllowList. // The following single call sets all of the preceding information.
            hr = infoQueue-&gt;AddRetrievalFilterEntries( &amp;filter ); </code>
            </remarks>
            <doc-id>dn950166</doc-id>
            <unmanaged>HRESULT ID3D12InfoQueue::AddRetrievalFilterEntries([In] D3D12_INFO_QUEUE_FILTER* pFilter)</unmanaged>
            <unmanaged-short>ID3D12InfoQueue::AddRetrievalFilterEntries</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.InfoQueue.GetRetrievalFilter(System.IntPtr,SharpDX.PointerSize@)">
            <summary>
            <p> Get the retrieval filter at the top of the retrieval-filter stack. </p>
            </summary>
            <param name = "filterRef"><dd>  <p> Retrieval filter at the top of the retrieval-filter stack. </p> </dd></param>
            <param name = "filterByteLengthRef"><dd>  <p> Size of the retrieval filter in bytes. If <em>pFilter</em> is <c>null</c>, the size of the retrieval filter will be output to this parameter. </p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes.  </p></returns>
            <doc-id>dn950182</doc-id>
            <unmanaged>HRESULT ID3D12InfoQueue::GetRetrievalFilter([In] D3D12_INFO_QUEUE_FILTER* pFilter,[InOut] SIZE_T* pFilterByteLength)</unmanaged>
            <unmanaged-short>ID3D12InfoQueue::GetRetrievalFilter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.InfoQueue.ClearRetrievalFilter">
            <summary>
            <p> Remove a retrieval filter from the top of the retrieval-filter stack. </p>
            </summary>
            <doc-id>dn950168</doc-id>
            <unmanaged>void ID3D12InfoQueue::ClearRetrievalFilter()</unmanaged>
            <unmanaged-short>ID3D12InfoQueue::ClearRetrievalFilter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.InfoQueue.PushEmptyRetrievalFilter">
            <summary>
            <p> Push an empty retrieval filter onto the retrieval-filter stack. </p>
            </summary>
            <returns><p> This method returns one of the Direct3D 12 Return Codes.  </p></returns>
            <remarks>
            <p>An empty retrieval filter allows all messages to pass through. </p>
            </remarks>
            <doc-id>dn950190</doc-id>
            <unmanaged>HRESULT ID3D12InfoQueue::PushEmptyRetrievalFilter()</unmanaged>
            <unmanaged-short>ID3D12InfoQueue::PushEmptyRetrievalFilter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.InfoQueue.PushCopyOfRetrievalFilter">
            <summary>
            <p>Push a copy of retrieval filter currently on the top of the retrieval-filter stack onto the retrieval-filter stack. </p>
            </summary>
            <returns><p> This method returns one of the Direct3D 12 Return Codes.  </p></returns>
            <doc-id>dn950188</doc-id>
            <unmanaged>HRESULT ID3D12InfoQueue::PushCopyOfRetrievalFilter()</unmanaged>
            <unmanaged-short>ID3D12InfoQueue::PushCopyOfRetrievalFilter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.InfoQueue.PushRetrievalFilter(SharpDX.Direct3D12.InfoQueueFilter)">
            <summary>
            <p> Push a retrieval filter onto the retrieval-filter stack. </p>
            </summary>
            <param name = "filterRef"><dd>  <p> Pointer to a retrieval filter.</p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes.  </p></returns>
            <doc-id>dn950192</doc-id>
            <unmanaged>HRESULT ID3D12InfoQueue::PushRetrievalFilter([In] D3D12_INFO_QUEUE_FILTER* pFilter)</unmanaged>
            <unmanaged-short>ID3D12InfoQueue::PushRetrievalFilter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.InfoQueue.PopRetrievalFilter">
            <summary>
            <p> Pop a retrieval filter from the top of the retrieval-filter stack. </p>
            </summary>
            <doc-id>dn950186</doc-id>
            <unmanaged>void ID3D12InfoQueue::PopRetrievalFilter()</unmanaged>
            <unmanaged-short>ID3D12InfoQueue::PopRetrievalFilter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.InfoQueue.GetRetrievalFilterStackSize">
            <summary>
            <p> Get the size of the retrieval-filter stack in bytes. </p>
            </summary>
            <returns><p> Size of the retrieval-filter stack in bytes. </p></returns>
            <doc-id>dn950183</doc-id>
            <unmanaged>unsigned int ID3D12InfoQueue::GetRetrievalFilterStackSize()</unmanaged>
            <unmanaged-short>ID3D12InfoQueue::GetRetrievalFilterStackSize</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.InfoQueue.AddMessage(SharpDX.Direct3D12.MessageCategory,SharpDX.Direct3D12.MessageSeverity,SharpDX.Direct3D12.MessageId,System.String)">
            <summary>
            <p>Adds a debug message to the message queue and sends that message to debug output. </p>
            </summary>
            <param name = "category"><dd>  <p> Category of a message. </p> </dd></param>
            <param name = "severity"><dd>  <p> Severity of a message. </p> </dd></param>
            <param name = "id"><dd>  <p> Unique identifier of a message. </p> </dd></param>
            <param name = "descriptionRef"><dd>  <p> User-defined message. </p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes.  </p></returns>
            <remarks>
            <p>This method is used by the runtime's internal mechanisms to add debug messages to the message queue and send them to debug output. For applications to add their own custom messages to the message queue and send them to debug output, call <strong>ID3D12InfoQueue::AddApplicationMessage</strong>. </p>
            </remarks>
            <doc-id>dn950165</doc-id>
            <unmanaged>HRESULT ID3D12InfoQueue::AddMessage([In] D3D12_MESSAGE_CATEGORY Category,[In] D3D12_MESSAGE_SEVERITY Severity,[In] D3D12_MESSAGE_ID ID,[In] const char* pDescription)</unmanaged>
            <unmanaged-short>ID3D12InfoQueue::AddMessage</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.InfoQueue.AddApplicationMessage(SharpDX.Direct3D12.MessageSeverity,System.String)">
            <summary>
            <p> Adds a user-defined message to the message queue and sends that message to debug output. </p>
            </summary>
            <param name = "severity"><dd>  <p> Severity of a message.</p> </dd></param>
            <param name = "descriptionRef"><dd>  <p> Specifies the message string. </p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes.  </p></returns>
            <doc-id>dn950164</doc-id>
            <unmanaged>HRESULT ID3D12InfoQueue::AddApplicationMessage([In] D3D12_MESSAGE_SEVERITY Severity,[In] const char* pDescription)</unmanaged>
            <unmanaged-short>ID3D12InfoQueue::AddApplicationMessage</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.InfoQueue.SetBreakOnCategory(SharpDX.Direct3D12.MessageCategory,SharpDX.Mathematics.Interop.RawBool)">
            <summary>
            <p> Set a message category to break on when a message with that category passes through the storage filter. </p>
            </summary>
            <param name = "category"><dd>  <p> Message category to break on. </p> </dd></param>
            <param name = "bEnable"><dd>  <p> Turns this breaking condition on or off (true for on, false for off). </p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes.  </p></returns>
            <doc-id>dn950195</doc-id>
            <unmanaged>HRESULT ID3D12InfoQueue::SetBreakOnCategory([In] D3D12_MESSAGE_CATEGORY Category,[In] BOOL bEnable)</unmanaged>
            <unmanaged-short>ID3D12InfoQueue::SetBreakOnCategory</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.InfoQueue.SetBreakOnSeverity(SharpDX.Direct3D12.MessageSeverity,SharpDX.Mathematics.Interop.RawBool)">
            <summary>
            <p> Set a message severity level to break on when a message with that severity level passes through the storage filter. </p>
            </summary>
            <param name = "severity"><dd>  <p> A message severity level to break on. </p> </dd></param>
            <param name = "bEnable"><dd>  <p> Turns this breaking condition on or off (true for on, false for off). </p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes.  </p></returns>
            <doc-id>dn950197</doc-id>
            <unmanaged>HRESULT ID3D12InfoQueue::SetBreakOnSeverity([In] D3D12_MESSAGE_SEVERITY Severity,[In] BOOL bEnable)</unmanaged>
            <unmanaged-short>ID3D12InfoQueue::SetBreakOnSeverity</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.InfoQueue.SetBreakOnID(SharpDX.Direct3D12.MessageId,SharpDX.Mathematics.Interop.RawBool)">
            <summary>
            <p> Set a message identifier to break on when a message with that identifier passes through the storage filter. </p>
            </summary>
            <param name = "id"><dd>  <p> Message identifier to break on. </p> </dd></param>
            <param name = "bEnable"><dd>  <p> Turns this breaking condition on or off (true for on, false for off). </p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes.  </p></returns>
            <doc-id>dn950196</doc-id>
            <unmanaged>HRESULT ID3D12InfoQueue::SetBreakOnID([In] D3D12_MESSAGE_ID ID,[In] BOOL bEnable)</unmanaged>
            <unmanaged-short>ID3D12InfoQueue::SetBreakOnID</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.InfoQueue.GetBreakOnCategory(SharpDX.Direct3D12.MessageCategory)">
            <summary>
            <p> Get a message category to break on when a message with that category passes through the storage filter. </p>
            </summary>
            <param name = "category"><dd>  <p> Message category to break on. </p> </dd></param>
            <returns><p> Whether this breaking condition is turned on or off (true for on, false for off). </p></returns>
            <doc-id>dn950171</doc-id>
            <unmanaged>BOOL ID3D12InfoQueue::GetBreakOnCategory([In] D3D12_MESSAGE_CATEGORY Category)</unmanaged>
            <unmanaged-short>ID3D12InfoQueue::GetBreakOnCategory</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.InfoQueue.GetBreakOnSeverity(SharpDX.Direct3D12.MessageSeverity)">
            <summary>
            <p>Get a message severity level to break on when a message with that severity level passes through the storage filter. </p>
            </summary>
            <param name = "severity"><dd>  <p> Message severity level to break on.</p> </dd></param>
            <returns><p> Whether this breaking condition is turned on or off (true for on, false for off). </p></returns>
            <doc-id>dn950173</doc-id>
            <unmanaged>BOOL ID3D12InfoQueue::GetBreakOnSeverity([In] D3D12_MESSAGE_SEVERITY Severity)</unmanaged>
            <unmanaged-short>ID3D12InfoQueue::GetBreakOnSeverity</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.InfoQueue.GetBreakOnID(SharpDX.Direct3D12.MessageId)">
            <summary>
            <p> Get a message identifier to break on when a message with that identifier passes through the storage filter. </p>
            </summary>
            <param name = "id"><dd>  <p> Message identifier to break on. </p> </dd></param>
            <returns><p> Whether this breaking condition is turned on or off (true for on, false for off). </p></returns>
            <doc-id>dn950172</doc-id>
            <unmanaged>BOOL ID3D12InfoQueue::GetBreakOnID([In] D3D12_MESSAGE_ID ID)</unmanaged>
            <unmanaged-short>ID3D12InfoQueue::GetBreakOnID</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.InfoQueue.SetMuteDebugOutput(SharpDX.Mathematics.Interop.RawBool)">
            <summary>
            <p> Set a boolean that turns the debug output on or off. </p>
            </summary>
            <param name = "bMute"><dd>  <p> Disable/Enable the debug output (true to disable or mute the output, false to enable the output). </p> </dd></param>
            <remarks>
            <p>This will stop messages that pass the storage filter from being printed out in the debug output, however those messages will still be added to the message queue. </p>
            </remarks>
            <doc-id>dn950199</doc-id>
            <unmanaged>void ID3D12InfoQueue::SetMuteDebugOutput([In] BOOL bMute)</unmanaged>
            <unmanaged-short>ID3D12InfoQueue::SetMuteDebugOutput</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.InfoQueue.GetMuteDebugOutput">
            <summary>
            <p> Get a boolean that determines if debug output is on or off. </p>
            </summary>
            <returns><p> Whether the debug output is on or off (true for on, false for off). </p></returns>
            <doc-id>dn950176</doc-id>
            <unmanaged>BOOL ID3D12InfoQueue::GetMuteDebugOutput()</unmanaged>
            <unmanaged-short>ID3D12InfoQueue::GetMuteDebugOutput</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.InfoQueueFilterDescription">
            <summary>
            <p> Allow or deny certain types of messages to pass through a filter.</p>
            </summary>
            <remarks>
            <p> For use with an <strong><see cref = "T:SharpDX.Direct3D12.InfoQueue"/></strong> Interface.</p>
            </remarks>
            <doc-id>dn950143</doc-id>
            <unmanaged>D3D12_INFO_QUEUE_FILTER_DESC</unmanaged>
            <unmanaged-short>D3D12_INFO_QUEUE_FILTER_DESC</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.InfoQueueFilterDescription.Categories">
            <summary>
            Gets or sets the categories.
            </summary>
            <value>
            The categories.
            </value>
        </member>
        <member name="P:SharpDX.Direct3D12.InfoQueueFilterDescription.Severities">
            <summary>
            Gets or sets the severities.
            </summary>
            <value>
            The severities.
            </value>
        </member>
        <member name="P:SharpDX.Direct3D12.InfoQueueFilterDescription.Ids">
            <summary>
            Gets or sets the ids.
            </summary>
            <value>
            The ids.
            </value>
        </member>
        <member name="F:SharpDX.Direct3D12.InfoQueueFilterDescription.CategorieCount">
            <summary>
            <dd> <p>Number of message categories to allow or deny. </p> </dd>
            </summary>
            <doc-id>dn950143</doc-id>
            <unmanaged>NumCategories</unmanaged>
            <unmanaged-short>NumCategories</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.InfoQueueFilterDescription.CategoryListPointer">
            <summary>
            <dd> <p> Array of message categories to allow or deny. Array must have at least <em>NumCategories</em> members (see <strong><see cref = "T:SharpDX.Direct3D12.MessageCategory"/></strong>). </p> </dd>
            </summary>
            <doc-id>dn950143</doc-id>
            <unmanaged>pCategoryList</unmanaged>
            <unmanaged-short>pCategoryList</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.InfoQueueFilterDescription.SeveritieCount">
            <summary>
            <dd> <p> Number of message severity levels to allow or deny. </p> </dd>
            </summary>
            <doc-id>dn950143</doc-id>
            <unmanaged>NumSeverities</unmanaged>
            <unmanaged-short>NumSeverities</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.InfoQueueFilterDescription.SeverityListPointer">
            <summary>
            <dd> <p> Array of message severity levels to allow or deny. Array must have at least <em>NumSeverities</em> members (see <strong><see cref = "T:SharpDX.Direct3D12.MessageSeverity"/></strong>). </p> </dd>
            </summary>
            <doc-id>dn950143</doc-id>
            <unmanaged>pSeverityList</unmanaged>
            <unmanaged-short>pSeverityList</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.InfoQueueFilterDescription.IDCount">
            <summary>
            <dd> <p> Number of message IDs to allow or deny. </p> </dd>
            </summary>
            <doc-id>dn950143</doc-id>
            <unmanaged>NumIDs</unmanaged>
            <unmanaged-short>NumIDs</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.InfoQueueFilterDescription.IDListPointer">
            <summary>
            <dd> <p> Array of message IDs to allow or deny. Array must have at least <em>NumIDs</em> members (see <strong><see cref = "T:SharpDX.Direct3D12.MessageId"/></strong>). </p> </dd>
            </summary>
            <doc-id>dn950143</doc-id>
            <unmanaged>pIDList</unmanaged>
            <unmanaged-short>pIDList</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.InputElement">
            <summary>
            <p>Describes a single element for the input-assembler stage of the graphics pipeline.</p>
            </summary>
            <remarks>
            <p>This structure is a member of the <strong><see cref = "T:SharpDX.Direct3D12.InputLayoutDescription"/></strong> structure. A pipeline state object contains a input-layout structure that defines one element being read from an input slot.</p>
            </remarks>
            <doc-id>dn770377</doc-id>
            <unmanaged>D3D12_INPUT_ELEMENT_DESC</unmanaged>
            <unmanaged-short>D3D12_INPUT_ELEMENT_DESC</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.InputElement.AppendAligned">
            <summary>
              Returns a value that can be used for the offset parameter of an InputElement to indicate that the element
              should be aligned directly after the previous element, including any packing if neccessary.
            </summary>
            <returns>A value used to align input elements.</returns>
            <unmanaged>D3D11_APPEND_ALIGNED_ELEMENT</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D12.InputElement.#ctor(System.String,System.Int32,SharpDX.DXGI.Format,System.Int32,System.Int32,SharpDX.Direct3D12.InputClassification,System.Int32)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.InputElement" /> struct.
            </summary>
            <param name = "name">The HLSL semantic associated with this element in a shader input-signature.</param>
            <param name = "index">The semantic index for the element. A semantic index modifies a semantic, with an integer index number. A semantic index is only needed in a case where there is more than one element with the same semantic. For example, a 4x4 matrix would have four components each with the semantic name matrix, however each of the four component would have different semantic indices (0, 1, 2, and 3).</param>
            <param name = "format">The data type of the element data.</param>
            <param name = "offset">Offset (in bytes) between each element. Use AppendAligned for convenience to define the current element directly after the previous one, including any packing if necessary.</param>
            <param name = "slot">An integer value that identifies the input-assembler. Valid values are between 0 and 15.</param>
            <param name = "slotClass">Identifies the input data class for a single input slot.</param>
            <param name = "stepRate">The number of instances to draw using the same per-instance data before advancing in the buffer by one element. This value must be 0 for an element that contains per-vertex data.</param>
        </member>
        <member name="M:SharpDX.Direct3D12.InputElement.#ctor(System.String,System.Int32,SharpDX.DXGI.Format,System.Int32,System.Int32)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.InputElement" /> struct.
            </summary>
            <param name = "name">The HLSL semantic associated with this element in a shader input-signature.</param>
            <param name = "index">The semantic index for the element. A semantic index modifies a semantic, with an integer index number. A semantic index is only needed in a case where there is more than one element with the same semantic. For example, a 4x4 matrix would have four components each with the semantic name matrix, however each of the four component would have different semantic indices (0, 1, 2, and 3).</param>
            <param name = "format">The data type of the element data.</param>
            <param name = "offset">Offset (in bytes) between each element. Use AppendAligned for convenience to define the current element directly after the previous one, including any packing if necessary.</param>
            <param name = "slot">An integer value that identifies the input-assembler. Valid values are between 0 and 15.</param>
        </member>
        <member name="M:SharpDX.Direct3D12.InputElement.#ctor(System.String,System.Int32,SharpDX.DXGI.Format,System.Int32)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D11.InputElement" /> struct.
            </summary>
            <param name = "name">The HLSL semantic associated with this element in a shader input-signature.</param>
            <param name = "index">The semantic index for the element. A semantic index modifies a semantic, with an integer index number. A semantic index is only needed in a case where there is more than one element with the same semantic. For example, a 4x4 matrix would have four components each with the semantic name matrix, however each of the four component would have different semantic indices (0, 1, 2, and 3).</param>
            <param name = "format">The data type of the element data.</param>
            <param name = "slot">An integer value that identifies the input-assembler. Valid values are between 0 and 15.</param>
        </member>
        <member name="M:SharpDX.Direct3D12.InputElement.Equals(SharpDX.Direct3D12.InputElement)">
            <summary>
            Determines whether the specified <see cref="T:SharpDX.Direct3D12.InputElement"/> is equal to this instance.
            </summary>
            <param name="other">The <see cref="T:SharpDX.Direct3D12.InputElement"/> to compare with this instance.</param>
            <returns>
              <c>true</c> if the specified <see cref="T:SharpDX.Direct3D12.InputElement"/> is equal to this instance; otherwise, <c>false</c>.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D12.InputElement.Equals(System.Object)">
            <inheritdoc/>
        </member>
        <member name="M:SharpDX.Direct3D12.InputElement.GetHashCode">
            <inheritdoc/>
        </member>
        <member name="M:SharpDX.Direct3D12.InputElement.op_Equality(SharpDX.Direct3D12.InputElement,SharpDX.Direct3D12.InputElement)">
            <summary>
            Implements the operator ==.
            </summary>
            <param name="left">The left.</param>
            <param name="right">The right.</param>
            <returns>
            The result of the operator.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D12.InputElement.op_Inequality(SharpDX.Direct3D12.InputElement,SharpDX.Direct3D12.InputElement)">
            <summary>
            Implements the operator !=.
            </summary>
            <param name="left">The left.</param>
            <param name="right">The right.</param>
            <returns>
            The result of the operator.
            </returns>
        </member>
        <member name="F:SharpDX.Direct3D12.InputElement.SemanticName">
            <summary>
            <dd> <p>The HLSL semantic associated with this element in a shader input-signature.</p> </dd>
            </summary>
            <doc-id>dn770377</doc-id>
            <unmanaged>SemanticName</unmanaged>
            <unmanaged-short>SemanticName</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.InputElement.SemanticIndex">
            <summary>
            <dd> <p>The semantic index for the element. A semantic index modifies a semantic, with an integer index number. A semantic index is only needed in a  case where there is more than one element with the same semantic. For example, a 4x4 matrix would have four components each with the semantic  name <strong>matrix</strong>, however each of the four component would have different semantic indices (0, 1, 2, and 3).</p> </dd>
            </summary>
            <doc-id>dn770377</doc-id>
            <unmanaged>SemanticIndex</unmanaged>
            <unmanaged-short>SemanticIndex</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.InputElement.Format">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.DXGI.Format"/></strong>-typed value that specifies the format of the element data.</p> </dd>
            </summary>
            <doc-id>dn770377</doc-id>
            <unmanaged>Format</unmanaged>
            <unmanaged-short>Format</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.InputElement.Slot">
            <summary>
            <dd> <p>An integer value that identifies the input-assembler. For more info, see Input Slots. Valid values are between 0 and 15. </p> </dd>
            </summary>
            <doc-id>dn770377</doc-id>
            <unmanaged>InputSlot</unmanaged>
            <unmanaged-short>InputSlot</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.InputElement.AlignedByteOffset">
            <summary>
            <dd> <p>Optional. Offset, in bytes, between each element. Use D3D12_APPEND_ALIGNED_ELEMENT (0xffffffff) for convenience to define the current element directly  after the previous one, including any packing if necessary.</p> </dd>
            </summary>
            <doc-id>dn770377</doc-id>
            <unmanaged>AlignedByteOffset</unmanaged>
            <unmanaged-short>AlignedByteOffset</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.InputElement.Classification">
            <summary>
            <dd> <p>A value that identifies the input data class for a single input slot.</p> </dd>
            </summary>
            <doc-id>dn770377</doc-id>
            <unmanaged>InputSlotClass</unmanaged>
            <unmanaged-short>InputSlotClass</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.InputElement.InstanceDataStepRate">
            <summary>
            <dd> <p>The number of instances to draw using the same per-instance data before advancing in the buffer by one element. This value must be 0 for an  element that contains per-vertex data (the slot class is set to the D3D12_INPUT_PER_VERTEX_DATA member of <strong><see cref = "T:SharpDX.Direct3D12.InputClassification"/></strong>).</p> </dd>
            </summary>
            <doc-id>dn770377</doc-id>
            <unmanaged>InstanceDataStepRate</unmanaged>
            <unmanaged-short>InstanceDataStepRate</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.InputLayoutDescription">
            <summary>
            <p>Describes the input-buffer data for the input-assembler stage.</p>
            </summary>
            <remarks>
            <p> This structure is a member of the <strong><see cref = "T:SharpDX.Direct3D12.GraphicsPipelineStateDescription"/></strong> structure.</p>
            </remarks>
            <doc-id>dn770378</doc-id>
            <unmanaged>D3D12_INPUT_LAYOUT_DESC</unmanaged>
            <unmanaged-short>D3D12_INPUT_LAYOUT_DESC</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.InputLayoutDescription.Elements">
            <summary>	
            <dd> <p> An array of <strong><see cref="T:SharpDX.Direct3D12.InputElement" /></strong> structures that describe the data types of the input-assembler stage. </p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='D3D12_INPUT_LAYOUT_DESC::pInputElementDescs']/*" />	
            <msdn-id>dn770378</msdn-id>	
            <unmanaged>const D3D12_INPUT_ELEMENT_DESC* pInputElementDescs</unmanaged>	
            <unmanaged-short>D3D12_INPUT_ELEMENT_DESC pInputElementDescs</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.InputLayoutDescription.op_Implicit(SharpDX.Direct3D12.InputElement[])~SharpDX.Direct3D12.InputLayoutDescription">
            <summary>
            Implicitely converts to an InputLayoutDescription from an array of <see cref="T:SharpDX.Direct3D12.InputElement"/>
            </summary>
            <param name="elements">Array of input elements</param>
        </member>
        <member name="F:SharpDX.Direct3D12.InputLayoutDescription.InputElementsPointer">
            <summary>
            <dd> <p> An array of <strong><see cref = "T:SharpDX.Direct3D12.InputElement"/></strong> structures that describe the data types of the input-assembler stage. </p> </dd>
            </summary>
            <doc-id>dn770378</doc-id>
            <unmanaged>pInputElementDescs</unmanaged>
            <unmanaged-short>pInputElementDescs</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.InputLayoutDescription.ElementCount">
            <summary>
            <dd> <p> The number of input-data types in the array of input elements that the <strong>pInputElementDescs</strong> member points to. </p> </dd>
            </summary>
            <doc-id>dn770378</doc-id>
            <unmanaged>NumElements</unmanaged>
            <unmanaged-short>NumElements</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.Message">
            <summary>
            <p> A debug message in the Information Queue.</p>
            </summary>
            <remarks>
            <p> This structure is returned from <strong>ID3D12InfoQueue::GetMessage</strong> as part of the Information Queue feature (see <strong><see cref = "T:SharpDX.Direct3D12.InfoQueue"/></strong>). </p>
            </remarks>
            <doc-id>dn950144</doc-id>
            <unmanaged>D3D12_MESSAGE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Message.ToString">
            <inheritdoc/>
        </member>
        <member name="F:SharpDX.Direct3D12.Message.Category">
            <summary>
            <dd> <p> The category of the message. See <strong><see cref = "T:SharpDX.Direct3D12.MessageCategory"/></strong>. </p> </dd>
            </summary>
            <doc-id>dn950144</doc-id>
            <unmanaged>Category</unmanaged>
            <unmanaged-short>Category</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Message.Severity">
            <summary>
            <dd> <p> The severity of the message. See  <strong><see cref = "T:SharpDX.Direct3D12.MessageSeverity"/></strong>. </p> </dd>
            </summary>
            <doc-id>dn950144</doc-id>
            <unmanaged>Severity</unmanaged>
            <unmanaged-short>Severity</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Message.Id">
            <summary>
            <dd> <p> The ID of the message. See <strong><see cref = "T:SharpDX.Direct3D12.MessageId"/></strong>. </p> </dd>
            </summary>
            <doc-id>dn950144</doc-id>
            <unmanaged>ID</unmanaged>
            <unmanaged-short>ID</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Message.Description">
            <summary>
            <dd> <p> The message string. </p> </dd>
            </summary>
            <doc-id>dn950144</doc-id>
            <unmanaged>pDescription</unmanaged>
            <unmanaged-short>pDescription</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Message.DescriptionByteLength">
            <summary>
            <dd> <p> The length of <em>pDescription</em>, in bytes. </p> </dd>
            </summary>
            <doc-id>dn950144</doc-id>
            <unmanaged>DescriptionByteLength</unmanaged>
            <unmanaged-short>DescriptionByteLength</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.RasterizerStateDescription">
            <summary>
            <p>Describes rasterizer state.</p>
            </summary>
            <remarks>
            <p> A <strong><see cref = "T:SharpDX.Direct3D12.GraphicsPipelineStateDescription"/></strong> contains a rasterizer-state structure. </p><p> Rasterizer state defines the behavior of the rasterizer stage. </p><p> If you do not specify some rasterizer state,  the Direct3D runtime uses the following default values for rasterizer state. </p><table> <tr><th>State</th><th>Default Value</th></tr> <tr><td><strong>FillMode</strong></td><td>D3D12_FILL_MODE_SOLID</td></tr> <tr><td><strong>CullMode</strong></td><td>D3D12_CULL_MODE_BACK</td></tr> <tr><td><strong>FrontCounterClockwise</strong></td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td><strong>DepthBias</strong></td><td>0</td></tr> <tr><td><strong>DepthBiasClamp</strong></td><td>0.0f</td></tr> <tr><td><strong>SlopeScaledDepthBias</strong></td><td>0.0f</td></tr> <tr><td><strong>DepthClipEnable</strong></td><td><strong>TRUE</strong></td></tr> <tr><td><strong>MultisampleEnable</strong></td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td><strong>AntialiasedLineEnable</strong></td><td><strong><see cref = "F:SharpDX.Result.False"/></strong></td></tr> <tr><td><strong>ForcedSampleCount</strong></td><td>0</td></tr> <tr><td><strong>ConservativeRaster</strong></td><td><strong>D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF</strong></td></tr> </table><p>?</p>
            </remarks>
            <doc-id>dn770387</doc-id>
            <unmanaged>D3D12_RASTERIZER_DESC</unmanaged>
            <unmanaged-short>D3D12_RASTERIZER_DESC</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.RasterizerStateDescription.Default">
            <summary>
            Returns default values for <see cref="T:SharpDX.Direct3D12.RasterizerStateDescription"/>. 
            </summary>
            <remarks>
            See MSDN documentation for default values.
            </remarks>
        </member>
        <member name="F:SharpDX.Direct3D12.RasterizerStateDescription.FillMode">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.Direct3D12.FillMode"/></strong>-typed value that specifies the fill mode to use when rendering. </p> </dd>
            </summary>
            <doc-id>dn770387</doc-id>
            <unmanaged>FillMode</unmanaged>
            <unmanaged-short>FillMode</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RasterizerStateDescription.CullMode">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.Direct3D12.CullMode"/></strong>-typed value that specifies that triangles facing the specified direction are not drawn. </p> </dd>
            </summary>
            <doc-id>dn770387</doc-id>
            <unmanaged>CullMode</unmanaged>
            <unmanaged-short>CullMode</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RasterizerStateDescription.IsFrontCounterClockwise">
            <summary>
            <dd> <p> Determines if a triangle is front- or back-facing. If this member is <strong>TRUE</strong>, a triangle will be considered front-facing if its vertices are counter-clockwise on the render target and considered back-facing if they are clockwise. If this parameter is <strong><see cref = "F:SharpDX.Result.False"/></strong>, the opposite is true. </p> </dd>
            </summary>
            <doc-id>dn770387</doc-id>
            <unmanaged>FrontCounterClockwise</unmanaged>
            <unmanaged-short>FrontCounterClockwise</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RasterizerStateDescription.DepthBias">
            <summary>
            <dd> <p> Depth value added to a given pixel. For info about depth bias, see Depth Bias. </p> </dd>
            </summary>
            <doc-id>dn770387</doc-id>
            <unmanaged>DepthBias</unmanaged>
            <unmanaged-short>DepthBias</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RasterizerStateDescription.DepthBiasClamp">
            <summary>
            <dd> <p> Maximum depth bias of a pixel. For info about depth bias, see Depth Bias. </p> </dd>
            </summary>
            <doc-id>dn770387</doc-id>
            <unmanaged>DepthBiasClamp</unmanaged>
            <unmanaged-short>DepthBiasClamp</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RasterizerStateDescription.SlopeScaledDepthBias">
            <summary>
            <dd> <p> Scalar on a given pixel's slope. For info about depth bias, see Depth Bias. </p> </dd>
            </summary>
            <doc-id>dn770387</doc-id>
            <unmanaged>SlopeScaledDepthBias</unmanaged>
            <unmanaged-short>SlopeScaledDepthBias</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RasterizerStateDescription.IsDepthClipEnabled">
            <summary>
            <dd> <p> Specifies whether to enable clipping based on distance. </p> <p> The hardware always performs x and y clipping of rasterized coordinates. When <strong>DepthClipEnable</strong> is set to the default?<strong>TRUE</strong>, the hardware also clips the z value (that is, the hardware performs the last step of the following algorithm). </p> <code> 0 &lt; w
            -w &lt;= x &lt;= w (or arbitrarily wider range if implementation uses a guard band to reduce clipping burden)
            -w &lt;= y &lt;= w (or arbitrarily wider range if implementation uses a guard band to reduce clipping burden)
            0 &lt;= z &lt;= w
            </code> <p> When you set <strong>DepthClipEnable</strong> to <strong><see cref = "F:SharpDX.Result.False"/></strong>, the hardware skips the z clipping (that is, the last step in the preceding algorithm). However, the hardware still performs the "0 &lt; w" clipping. When z clipping is disabled, improper depth ordering at the pixel level might result. However, when z clipping is disabled, stencil shadow implementations are simplified. In other words, you can avoid complex special-case handling for geometry that goes beyond the back clipping plane. </p> </dd>
            </summary>
            <doc-id>dn770387</doc-id>
            <unmanaged>DepthClipEnable</unmanaged>
            <unmanaged-short>DepthClipEnable</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RasterizerStateDescription.IsMultisampleEnabled">
            <summary>
            <dd> <p> Specifies whether to use the quadrilateral or alpha line anti-aliasing algorithm on multisample antialiasing (MSAA) render targets. Set to <strong>TRUE</strong> to use the quadrilateral line anti-aliasing algorithm and to <strong><see cref = "F:SharpDX.Result.False"/></strong> to use the alpha line anti-aliasing algorithm. For more info about this member, see Remarks. </p> </dd>
            </summary>
            <doc-id>dn770387</doc-id>
            <unmanaged>MultisampleEnable</unmanaged>
            <unmanaged-short>MultisampleEnable</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RasterizerStateDescription.IsAntialiasedLineEnabled">
            <summary>
            <dd> <p> Specifies whether to enable line antialiasing; only applies if doing line drawing and <strong>MultisampleEnable</strong> is <strong><see cref = "F:SharpDX.Result.False"/></strong>. For more info about this member, see Remarks. </p> </dd>
            </summary>
            <doc-id>dn770387</doc-id>
            <unmanaged>AntialiasedLineEnable</unmanaged>
            <unmanaged-short>AntialiasedLineEnable</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RasterizerStateDescription.ForcedSampleCount">
            <summary>
            <dd> <p> The sample count that is forced while UAV rendering or rasterizing. Valid values are 0, 1, 2, 4, 8, and optionally 16. 0 indicates that the sample count is not forced. </p> </dd>
            </summary>
            <doc-id>dn770387</doc-id>
            <unmanaged>ForcedSampleCount</unmanaged>
            <unmanaged-short>ForcedSampleCount</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RasterizerStateDescription.ConservativeRaster">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.Direct3D12.ConservativeRasterizationMode"/></strong>-typed value that identifies whether conservative rasterization is on or off. </p> </dd>
            </summary>
            <doc-id>dn770387</doc-id>
            <unmanaged>ConservativeRaster</unmanaged>
            <unmanaged-short>ConservativeRaster</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ResourceAliasingBarrier">
            <summary>
            <p> Describes the transition between usages of two different resources that have mappings into the same heap. </p>
            </summary>
            <remarks>
            <p> This structure is a member of the <strong><see cref = "T:SharpDX.Direct3D12.ResourceBarrier"/></strong> structure. </p><p> Both the before and the after resources can be specified or one or both resources can be <strong><c>null</c></strong>, which indicates that any placed or reserved resource could cause aliasing. </p><p>Refer to the usage models described in <strong>CreatePlacedResource</strong>.</p>
            </remarks>
            <doc-id>dn986739</doc-id>
            <unmanaged>D3D12_RESOURCE_ALIASING_BARRIER</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_ALIASING_BARRIER</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.ResourceAliasingBarrier.#ctor(SharpDX.Direct3D12.Resource,SharpDX.Direct3D12.Resource)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D12.ResourceAliasingBarrier"/> struct.
            </summary>
            <param name="resourceBefore">The resource before.</param>
            <param name="resourceAfter">The resource after.</param>
            <exception cref="T:System.ArgumentNullException">resourceBefore</exception>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceAliasingBarrier.ResourceBeforePointer">
            <summary>
            <dd> <p> A reference to the <strong><see cref = "T:SharpDX.Direct3D12.Resource"/></strong> object that represents the before resource used in the transition. </p> </dd>
            </summary>
            <doc-id>dn986739</doc-id>
            <unmanaged>pResourceBefore</unmanaged>
            <unmanaged-short>pResourceBefore</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceAliasingBarrier.ResourceAfterPointer">
            <summary>
            <dd> <p> A reference to the <strong><see cref = "T:SharpDX.Direct3D12.Resource"/></strong> object that represents the after resource used in the transition. </p> </dd>
            </summary>
            <doc-id>dn986739</doc-id>
            <unmanaged>pResourceAfter</unmanaged>
            <unmanaged-short>pResourceAfter</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ResourceBarrier">
            <summary>
            <p> Describes a resource barrier (transition in resource use). </p>
            </summary>
            <remarks>
            <p> This structure is used by the <strong>ID3D12GraphicsCommandList::ResourceBarrier</strong> method. </p>
            </remarks>
            <doc-id>dn986740</doc-id>
            <unmanaged>D3D12_RESOURCE_BARRIER</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_BARRIER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceBarrier.Type">
            <summary>
            Specifies the barrier type, see <see cref="T:SharpDX.Direct3D12.ResourceBarrierType"/>
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceBarrier.Flags">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='D3D12_RESOURCE_BARRIER::Flags']/*" />	
            <unmanaged>D3D12_RESOURCE_BARRIER_FLAGS Flags</unmanaged>	
            <unmanaged-short>D3D12_RESOURCE_BARRIER_FLAGS Flags</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.ResourceBarrier.#ctor(SharpDX.Direct3D12.ResourceTransitionBarrier)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D12.ResourceBarrier"/> struct.
            </summary>
            <param name="transition">The transition.</param>
        </member>
        <member name="M:SharpDX.Direct3D12.ResourceBarrier.#ctor(SharpDX.Direct3D12.ResourceAliasingBarrier)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D12.ResourceBarrier"/> struct.
            </summary>
            <param name="aliasing">The aliasing.</param>
        </member>
        <member name="M:SharpDX.Direct3D12.ResourceBarrier.#ctor(SharpDX.Direct3D12.ResourceUnorderedAccessViewBarrier)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D12.ResourceBarrier"/> struct.
            </summary>
            <param name="unorderedAccessView">The unordered access view.</param>
        </member>
        <member name="T:SharpDX.Direct3D12.ResourceBarrier.Union">
            <summary>
            Because this union contains pointers, it is aligned on 8 bytes boundary, making the field ResourceBarrier.Type 
            to be aligned on 8 bytes instead of 4 bytes, so we can't use directly Explicit layout on ResourceBarrier
            </summary>
        </member>
        <member name="T:SharpDX.Direct3D12.ResourceDescription">
            <summary>
            <p> Describes a resource, such as a texture. This structure is used extensively. </p>
            </summary>
            <remarks>
            <p> Use this structure with:</p><ul> <li> <strong>ID3D12Resource::GetDesc</strong> </li> <li> <strong>ID3D12Device::GetResourceAllocationInfo</strong> </li> <li> <strong>ID3D12Device::CreateCommittedResource</strong> </li> <li> <strong>ID3D12Device::CreatePlacedResource</strong> </li> <li> <strong>ID3D12Device::CreateReservedResource</strong> </li> <li> <strong>ID3D12Device::GetCopyableFootprints</strong> </li> <li> A number of the helper functions, refer to Helper Structures and Functions for D3D12.</li> </ul><p>Two common resources are buffers and textures, which both use this structure, but with quite different uses of the fields.</p>
            </remarks>
            <doc-id>dn903813</doc-id>
            <unmanaged>D3D12_RESOURCE_DESC</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_DESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceDescription.Dimension">
            <summary>
            <dd> <p> One member of <strong><see cref = "T:SharpDX.Direct3D12.ResourceDimension"/></strong>, specifying the dimensions of the resource (for example, D3D12_RESOURCE_DIMENSION_TEXTURE1D), or whether it is a buffer ((D3D12_RESOURCE_DIMENSION_BUFFER). </p> </dd>
            </summary>
            <doc-id>dn903813</doc-id>
            <unmanaged>Dimension</unmanaged>
            <unmanaged-short>Dimension</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceDescription.Alignment">
            <summary>
            <dd> <p> Specifies the alignment. </p> </dd>
            </summary>
            <doc-id>dn903813</doc-id>
            <unmanaged>Alignment</unmanaged>
            <unmanaged-short>Alignment</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceDescription.Width">
            <summary>
            <dd> <p> Specifies the width of the resource. </p> </dd>
            </summary>
            <doc-id>dn903813</doc-id>
            <unmanaged>Width</unmanaged>
            <unmanaged-short>Width</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceDescription.Height">
            <summary>
            <dd> <p> Specifies the height of the resource. </p> </dd>
            </summary>
            <doc-id>dn903813</doc-id>
            <unmanaged>Height</unmanaged>
            <unmanaged-short>Height</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceDescription.DepthOrArraySize">
            <summary>
            <dd> <p> Specifies the depth of the resource, if it is 3D, or the array size if it is an array of 1D or 2D resources. </p> </dd>
            </summary>
            <doc-id>dn903813</doc-id>
            <unmanaged>DepthOrArraySize</unmanaged>
            <unmanaged-short>DepthOrArraySize</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceDescription.MipLevels">
            <summary>
            <dd> <p> Specifies the number of MIP levels. </p> </dd>
            </summary>
            <doc-id>dn903813</doc-id>
            <unmanaged>MipLevels</unmanaged>
            <unmanaged-short>MipLevels</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceDescription.Format">
            <summary>
            <dd> <p> Specifies one member of  <strong><see cref = "T:SharpDX.DXGI.Format"/></strong>. </p> </dd>
            </summary>
            <doc-id>dn903813</doc-id>
            <unmanaged>Format</unmanaged>
            <unmanaged-short>Format</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceDescription.SampleDescription">
            <summary>
            <dd> <p> Specifies a <strong><see cref = "T:SharpDX.DXGI.SampleDescription"/></strong> structure. </p> </dd>
            </summary>
            <doc-id>dn903813</doc-id>
            <unmanaged>SampleDesc</unmanaged>
            <unmanaged-short>SampleDesc</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceDescription.Layout">
            <summary>
            <dd> <p> Specifies one member of <strong><see cref = "T:SharpDX.Direct3D12.TextureLayout"/></strong>. </p> </dd>
            </summary>
            <doc-id>dn903813</doc-id>
            <unmanaged>Layout</unmanaged>
            <unmanaged-short>Layout</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceDescription.Flags">
            <summary>
            <dd> <p> Bitwise-OR'd flags, as <strong><see cref = "T:SharpDX.Direct3D12.ResourceFlags"/></strong> enumeration constants. </p> </dd>
            </summary>
            <doc-id>dn903813</doc-id>
            <unmanaged>Flags</unmanaged>
            <unmanaged-short>Flags</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ResourceTransitionBarrier">
            <summary>
            <p> Describes the transition of subresources between different usages. </p>
            </summary>
            <remarks>
            <p> This struct is used by the <strong>Transition</strong> member of the <strong><see cref = "T:SharpDX.Direct3D12.ResourceBarrier"/></strong> struct. </p>
            </remarks>
            <doc-id>dn986745</doc-id>
            <unmanaged>D3D12_RESOURCE_TRANSITION_BARRIER</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_TRANSITION_BARRIER</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.ResourceTransitionBarrier.#ctor(SharpDX.Direct3D12.Resource,SharpDX.Direct3D12.ResourceStates,SharpDX.Direct3D12.ResourceStates)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D12.ResourceTransitionBarrier"/> struct.
            </summary>
            <param name="resource">The resource.</param>
            <param name="stateBefore">The state before.</param>
            <param name="stateAfter">The state after.</param>
            <exception cref="T:System.ArgumentNullException">resource</exception>
        </member>
        <member name="M:SharpDX.Direct3D12.ResourceTransitionBarrier.#ctor(SharpDX.Direct3D12.Resource,System.Int32,SharpDX.Direct3D12.ResourceStates,SharpDX.Direct3D12.ResourceStates)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D12.ResourceTransitionBarrier" /> struct.
            </summary>
            <param name="resource">The resource.</param>
            <param name="subresource">The subresource.</param>
            <param name="stateBefore">The state before.</param>
            <param name="stateAfter">The state after.</param>
            <exception cref="T:System.ArgumentNullException">resource</exception>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceTransitionBarrier.ResourcePointer">
            <summary>
            <dd> <p> A reference to the <strong><see cref = "T:SharpDX.Direct3D12.Resource"/></strong> object that represents the resource used in the transition. </p> </dd>
            </summary>
            <doc-id>dn986745</doc-id>
            <unmanaged>pResource</unmanaged>
            <unmanaged-short>pResource</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceTransitionBarrier.Subresource">
            <summary>
            <dd> <p> The index of the subresource for the transition. Use the <strong>D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES</strong> flag ( 0xffffffff ) to transition all subresources in a resource at the same time. </p> </dd>
            </summary>
            <doc-id>dn986745</doc-id>
            <unmanaged>Subresource</unmanaged>
            <unmanaged-short>Subresource</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceTransitionBarrier.StateBefore">
            <summary>
            <dd> <p> The "before" usages of the subresources, as a bitwise-OR'd combination of <strong><see cref = "T:SharpDX.Direct3D12.ResourceStates"/></strong> enumeration constants. </p> </dd>
            </summary>
            <doc-id>dn986745</doc-id>
            <unmanaged>StateBefore</unmanaged>
            <unmanaged-short>StateBefore</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceTransitionBarrier.StateAfter">
            <summary>
            <dd> <p> The "after" usages of the subresources, as a bitwise-OR'd combination of <strong><see cref = "T:SharpDX.Direct3D12.ResourceStates"/></strong> enumeration constants. </p> </dd>
            </summary>
            <doc-id>dn986745</doc-id>
            <unmanaged>StateAfter</unmanaged>
            <unmanaged-short>StateAfter</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.RootConstants">
            <summary>
            <p> Describes constants inline in the root signature that appear in shaders as one constant buffer. </p>
            </summary>
            <remarks>
            <p>Refer to Resource Binding in HLSL for more information on shader registers and spaces. </p><p><strong><see cref = "T:SharpDX.Direct3D12.RootConstants"/></strong> is the data type of the <strong>Constants</strong> member of <strong><see cref = "T:SharpDX.Direct3D12.RootParameter"/></strong>.  Use a <strong><see cref = "T:SharpDX.Direct3D12.RootConstants"/></strong> when you set <strong><see cref = "T:SharpDX.Direct3D12.RootParameter"/></strong>'s <strong>SlotType</strong> field to the D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS member of <strong><see cref = "T:SharpDX.Direct3D12.RootParameterType"/></strong>. </p>
            </remarks>
            <doc-id>dn879475</doc-id>
            <unmanaged>D3D12_ROOT_CONSTANTS</unmanaged>
            <unmanaged-short>D3D12_ROOT_CONSTANTS</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.RootConstants.#ctor(System.Int32,System.Int32,System.Int32)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D12.RootConstants"/> struct.
            </summary>
            <param name="shaderRegister">The shader register.</param>
            <param name="registerSpace">The register space.</param>
            <param name="value32BitCount">The number of constants that occupy a single shader slot (these constants appear like a single constant buffer). All constants occupy a single root signature bind slot. .</param>
        </member>
        <member name="F:SharpDX.Direct3D12.RootConstants.ShaderRegister">
            <summary>
            <dd> <p> The shader register. </p> </dd>
            </summary>
            <doc-id>dn879475</doc-id>
            <unmanaged>ShaderRegister</unmanaged>
            <unmanaged-short>ShaderRegister</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RootConstants.RegisterSpace">
            <summary>
            <dd> <p> The register space. </p> </dd>
            </summary>
            <doc-id>dn879475</doc-id>
            <unmanaged>RegisterSpace</unmanaged>
            <unmanaged-short>RegisterSpace</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RootConstants.Value32BitCount">
            <summary>
            <dd> <p> The number of constants that occupy a single shader slot (these constants appear like a single constant buffer).  All constants occupy a single root signature bind slot. </p> </dd>
            </summary>
            <doc-id>dn879475</doc-id>
            <unmanaged>Num32BitValues</unmanaged>
            <unmanaged-short>Num32BitValues</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.RootDescriptor">
            <summary>
            <p> Describes descriptors inline in the root signature version 1.0 that appear in shaders. </p>
            </summary>
            <remarks>
            <p><strong><see cref = "T:SharpDX.Direct3D12.RootDescriptor"/></strong> is the data type of the <strong>Descriptor</strong> member of <strong><see cref = "T:SharpDX.Direct3D12.RootParameter"/></strong>. Use a <strong><see cref = "T:SharpDX.Direct3D12.RootDescriptor"/></strong> when you set <strong><see cref = "T:SharpDX.Direct3D12.RootParameter"/></strong>'s <strong>SlotType</strong> field to the D3D12_ROOT_PARAMETER_TYPE_CBV, D3D12_ROOT_PARAMETER_TYPE_SRV, or D3D12_ROOT_PARAMETER_TYPE_UAV members of <strong><see cref = "T:SharpDX.Direct3D12.RootParameterType"/></strong>. </p>
            </remarks>
            <doc-id>dn879476</doc-id>
            <unmanaged>D3D12_ROOT_DESCRIPTOR</unmanaged>
            <unmanaged-short>D3D12_ROOT_DESCRIPTOR</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.RootDescriptor.#ctor(System.Int32,System.Int32)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D12.RootDescriptor"/> struct.
            </summary>
            <param name="shaderRegister">The shader register.</param>
            <param name="registerSpace">The register space.</param>
        </member>
        <member name="F:SharpDX.Direct3D12.RootDescriptor.ShaderRegister">
            <summary>
            <dd> <p>The shader register.</p> </dd>
            </summary>
            <doc-id>dn879476</doc-id>
            <unmanaged>ShaderRegister</unmanaged>
            <unmanaged-short>ShaderRegister</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RootDescriptor.RegisterSpace">
            <summary>
            <dd> <p>The register space.</p> </dd>
            </summary>
            <doc-id>dn879476</doc-id>
            <unmanaged>RegisterSpace</unmanaged>
            <unmanaged-short>RegisterSpace</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.RootParameter">
            <summary>
            <p>Describes the slot of a root signature version 1.0.</p>
            </summary>
            <remarks>
            <p> A <strong><see cref = "T:SharpDX.Direct3D12.RootSignatureDescription"/></strong> can contain descriptor tables and inline constants. More capable hardware could support inline descriptors in the root signature as well. The number of bind slots in the root signature are most efficient if kept below a certain size, and can have an upper bound as well. </p>
            </remarks>
            <doc-id>dn879477</doc-id>
            <unmanaged>D3D12_ROOT_PARAMETER</unmanaged>
            <unmanaged-short>D3D12_ROOT_PARAMETER</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.RootParameter.#ctor(SharpDX.Direct3D12.ShaderVisibility,SharpDX.Direct3D12.DescriptorRange[])">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D12.RootParameter"/> struct.
            </summary>
            <param name="descriptorTable">The descriptor table.</param>
            <param name="visibility">The shader visibility.</param>
        </member>
        <member name="M:SharpDX.Direct3D12.RootParameter.#ctor(SharpDX.Direct3D12.ShaderVisibility,SharpDX.Direct3D12.RootConstants)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D12.RootParameter"/> struct.
            </summary>
            <param name="rootConstants">The root constants.</param>
            <param name="visibility">The shader visibility.</param>
        </member>
        <member name="M:SharpDX.Direct3D12.RootParameter.#ctor(SharpDX.Direct3D12.ShaderVisibility,SharpDX.Direct3D12.RootDescriptor,SharpDX.Direct3D12.RootParameterType)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D12.RootParameter"/> struct.
            </summary>
            <param name="rootDescriptor">The root descriptor.</param>
            <param name="type">The type.</param>
            <param name="visibility">The visibility.</param>
            <exception cref="T:System.ArgumentException">type</exception>
        </member>
        <member name="P:SharpDX.Direct3D12.RootParameter.ParameterType">
            <summary>
            Gets the type of the parameter.
            </summary>
            <value>The type of the parameter.</value>
        </member>
        <member name="P:SharpDX.Direct3D12.RootParameter.DescriptorTable">
            <summary>
            Gets the descriptor table.
            </summary>
            <value>The descriptor table.</value>
        </member>
        <member name="P:SharpDX.Direct3D12.RootParameter.Constants">
            <summary>
            Gets the constants.
            </summary>
            <value>The constants.</value>
        </member>
        <member name="P:SharpDX.Direct3D12.RootParameter.Descriptor">
            <summary>
            Gets the descriptor.
            </summary>
            <value>The descriptor.</value>
        </member>
        <member name="P:SharpDX.Direct3D12.RootParameter.ShaderVisibility">
            <summary>
            Gets or sets the shader visibility.
            </summary>
            <value>The shader visibility.</value>
        </member>
        <member name="T:SharpDX.Direct3D12.RootParameter.__Union">
            <summary>
            Because this union contains pointers, it is aligned on 8 bytes boundary, making the field ResourceBarrierDescription.Type 
            to be aligned on 8 bytes instead of 4 bytes, so we can't use directly Explicit layout on ResourceBarrierDescription
            </summary>
        </member>
        <member name="T:SharpDX.Direct3D12.RootParameter1">
            <summary>
            <p>Describes the slot of a root signature version 1.1.</p>
            </summary>
            <remarks>
            <p>Use this structure with the <strong><see cref = "T:SharpDX.Direct3D12.RootSignatureDescription1"/></strong> structure.</p><p>Refer to the helper structure <strong>CD3DX12_ROOT_PARAMETER1</strong>.</p>
            </remarks>
            <doc-id>mt709123</doc-id>
            <unmanaged>D3D12_ROOT_PARAMETER1</unmanaged>
            <unmanaged-short>D3D12_ROOT_PARAMETER1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.RootParameter1.#ctor(SharpDX.Direct3D12.ShaderVisibility,SharpDX.Direct3D12.DescriptorRange[])">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D12.RootParameter"/> struct.
            </summary>
            <param name="descriptorTable">The descriptor table.</param>
            <param name="visibility">The shader visibility.</param>
        </member>
        <member name="M:SharpDX.Direct3D12.RootParameter1.#ctor(SharpDX.Direct3D12.ShaderVisibility,SharpDX.Direct3D12.RootConstants)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D12.RootParameter1"/> struct.
            </summary>
            <param name="rootConstants">The root constants.</param>
            <param name="visibility">The shader visibility.</param>
        </member>
        <member name="M:SharpDX.Direct3D12.RootParameter1.#ctor(SharpDX.Direct3D12.ShaderVisibility,SharpDX.Direct3D12.RootDescriptor1,SharpDX.Direct3D12.RootParameterType)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D12.RootParameter"/> struct.
            </summary>
            <param name="rootDescriptor">The root descriptor.</param>
            <param name="type">The type.</param>
            <param name="visibility">The visibility.</param>
            <exception cref="T:System.ArgumentException">type</exception>
        </member>
        <member name="P:SharpDX.Direct3D12.RootParameter1.ParameterType">
            <summary>
            Gets the type of the parameter.
            </summary>
            <value>The type of the parameter.</value>
        </member>
        <member name="P:SharpDX.Direct3D12.RootParameter1.DescriptorTable">
            <summary>
            Gets the descriptor table.
            </summary>
            <value>The descriptor table.</value>
        </member>
        <member name="P:SharpDX.Direct3D12.RootParameter1.Constants">
            <summary>
            Gets the constants.
            </summary>
            <value>The constants.</value>
        </member>
        <member name="P:SharpDX.Direct3D12.RootParameter1.Descriptor">
            <summary>
            Gets the descriptor.
            </summary>
            <value>The descriptor.</value>
        </member>
        <member name="P:SharpDX.Direct3D12.RootParameter1.ShaderVisibility">
            <summary>
            Gets or sets the shader visibility.
            </summary>
            <value>The shader visibility.</value>
        </member>
        <member name="T:SharpDX.Direct3D12.RootParameter1.__Union">
            <summary>
            Because this union contains pointers, it is aligned on 8 bytes boundary, making the field ResourceBarrierDescription.Type 
            to be aligned on 8 bytes instead of 4 bytes, so we can't use directly Explicit layout on ResourceBarrierDescription
            </summary>
        </member>
        <member name="T:SharpDX.Direct3D12.RootSignatureDescription">
            <summary>
            <p> Describes the layout of a root signature version 1.0. </p>
            </summary>
            <remarks>
            <p> This structure is used by the <strong>D3D12SerializeRootSignature</strong> function and is returned by the <strong>ID3D12RootSignatureDeserializer::GetRootSignatureDesc</strong> method. </p><p> There is one graphics root signature, and one compute root signature. </p>
            </remarks>
            <doc-id>dn986747</doc-id>
            <unmanaged>D3D12_ROOT_SIGNATURE_DESC</unmanaged>
            <unmanaged-short>D3D12_ROOT_SIGNATURE_DESC</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.RootSignatureDescription.#ctor">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D12.RootSignatureDescription"/> class.
            </summary>
        </member>
        <member name="M:SharpDX.Direct3D12.RootSignatureDescription.#ctor(SharpDX.Direct3D12.RootSignatureFlags,SharpDX.Direct3D12.RootParameter[],SharpDX.Direct3D12.StaticSamplerDescription[])">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D12.RootSignatureDescription"/> class.
            </summary>
            <param name="flags">The flags.</param>
            <param name="parameters">The parameters.</param>
            <param name="samplers">The samplers.</param>
        </member>
        <member name="P:SharpDX.Direct3D12.RootSignatureDescription.Parameters">
            <summary>
            The parameters
            </summary>
        </member>
        <member name="P:SharpDX.Direct3D12.RootSignatureDescription.StaticSamplers">
            <summary>
            The static samplers.
            </summary>
        </member>
        <member name="P:SharpDX.Direct3D12.RootSignatureDescription.Flags">
            <summary>
            The flags
            </summary>
        </member>
        <member name="M:SharpDX.Direct3D12.RootSignatureDescription.Serialize">
            <summary>
            Serializes this description to a blob.
            </summary>
            <returns>A serialized version of this description.</returns>
            <exception cref="T:SharpDX.SharpDXException">If an error occured while serializing the description</exception>
            <msdn-id>dn859363</msdn-id>
            <unmanaged>HRESULT D3D12SerializeRootSignature([In] const void* pRootSignature,[In] D3D_ROOT_SIGNATURE_VERSION Version,[Out] ID3D10Blob** ppBlob,[Out, Optional] ID3D10Blob** ppErrorBlob)</unmanaged>	
            <unmanaged-short>D3D12SerializeRootSignature</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.RootSignatureDescription.Serialize(SharpDX.Direct3D.Blob@,System.String@)">
            <summary>
            Serializes this description to a blob.
            </summary>
            <returns>A serialized version of this description.</returns>
            <msdn-id>dn859363</msdn-id>
            <unmanaged>HRESULT D3D12SerializeRootSignature([In] const void* pRootSignature,[In] D3D_ROOT_SIGNATURE_VERSION Version,[Out] ID3D10Blob** ppBlob,[Out, Optional] ID3D10Blob** ppErrorBlob)</unmanaged>	
            <unmanaged-short>D3D12SerializeRootSignature</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D12.RootSignatureDescription.__Native.ParameterCount">
            <unmanaged-short>unsigned int NumParameters</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D12.RootSignatureDescription.__Native.ParametersPointer">
            <unmanaged-short>D3D12_ROOT_PARAMETER pParameters</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D12.RootSignatureDescription.__Native.Flags">
            <unmanaged-short>unsigned int Flags</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D12.RootSignatureDescription1">
            <summary>
            <p>Describes the layout of a root signature version 1.1.</p>
            </summary>
            <remarks>
            <p>Use this structure with the <strong><see cref = "T:SharpDX.Direct3D12.VersionedRootSignatureDescription"/></strong> structure.</p>
            </remarks>
            <doc-id>mt709124</doc-id>
            <unmanaged>D3D12_ROOT_SIGNATURE_DESC1</unmanaged>
            <unmanaged-short>D3D12_ROOT_SIGNATURE_DESC1</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.RootSignatureDescription1.#ctor">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D12.RootSignatureDescription1"/> class.
            </summary>
        </member>
        <member name="M:SharpDX.Direct3D12.RootSignatureDescription1.#ctor(SharpDX.Direct3D12.RootSignatureFlags,SharpDX.Direct3D12.RootParameter1[],SharpDX.Direct3D12.StaticSamplerDescription[])">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D12.RootSignatureDescription1"/> class.
            </summary>
            <param name="flags">The flags.</param>
            <param name="parameters">The parameters.</param>
            <param name="samplers">The samplers.</param>
        </member>
        <member name="P:SharpDX.Direct3D12.RootSignatureDescription1.Parameters">
            <summary>
            The parameters
            </summary>
        </member>
        <member name="P:SharpDX.Direct3D12.RootSignatureDescription1.StaticSamplers">
            <summary>
            The static samplers.
            </summary>
        </member>
        <member name="P:SharpDX.Direct3D12.RootSignatureDescription1.Flags">
            <summary>
            The flags
            </summary>
        </member>
        <member name="M:SharpDX.Direct3D12.RootSignatureDescription1.Serialize">
            <summary>
            Serializes this description to a blob.
            </summary>
            <returns>A serialized version of this description.</returns>
            <exception cref="T:SharpDX.SharpDXException">If an error occured while serializing the description</exception>
            <msdn-id>dn859363</msdn-id>
            <unmanaged>HRESULT D3D12SerializeRootSignature([In] const void* pRootSignature,[In] D3D_ROOT_SIGNATURE_VERSION Version,[Out] ID3D10Blob** ppBlob,[Out, Optional] ID3D10Blob** ppErrorBlob)</unmanaged>	
            <unmanaged-short>D3D12SerializeRootSignature</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.RootSignatureDescription1.Serialize(SharpDX.Direct3D.Blob@,System.String@)">
            <summary>
            Serializes this description to a blob.
            </summary>
            <returns>A serialized version of this description.</returns>
            <msdn-id>dn859363</msdn-id>
            <unmanaged>HRESULT D3D12SerializeRootSignature([In] const void* pRootSignature,[In] D3D_ROOT_SIGNATURE_VERSION Version,[Out] ID3D10Blob** ppBlob,[Out, Optional] ID3D10Blob** ppErrorBlob)</unmanaged>	
            <unmanaged-short>D3D12SerializeRootSignature</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D12.RootSignatureDescription1.__Native.ParameterCount">
            <unmanaged-short>unsigned int NumParameters</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D12.RootSignatureDescription1.__Native.ParametersPointer">
            <unmanaged-short>D3D12_ROOT_PARAMETER pParameters</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D12.RootSignatureDescription1.__Native.Flags">
            <unmanaged-short>unsigned int Flags</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D12.RootSignatureDeserializer.RootSignatureDescription">
            <summary>	
            <p> Gets the layout of the root signature. </p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D12RootSignatureDeserializer::GetRootSignatureDesc']/*" />	
            <msdn-id>dn986887</msdn-id>	
            <unmanaged>GetRootSignatureDesc</unmanaged>	
            <unmanaged-short>GetRootSignatureDesc</unmanaged-short>	
            <unmanaged>const D3D12_ROOT_SIGNATURE_DESC* ID3D12RootSignatureDeserializer::GetRootSignatureDesc()</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D12.RootSignatureDeserializer.GetRootSignatureDescription2">
            <summary>	
            <p> Gets the layout of the root signature. </p>	
            </summary>	
            <returns><p> Returns a reference to a <strong><see cref="T:SharpDX.Direct3D12.RootSignatureDescription" /></strong> structure that describes the layout of the root signature. </p></returns>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D12RootSignatureDeserializer::GetRootSignatureDesc']/*" />	
            <msdn-id>dn986887</msdn-id>	
            <unmanaged>const D3D12_ROOT_SIGNATURE_DESC* ID3D12RootSignatureDeserializer::GetRootSignatureDesc()</unmanaged>	
            <unmanaged-short>ID3D12RootSignatureDeserializer::GetRootSignatureDesc</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.RootSignatureDeserializer.GetRootSignatureDescription">
            <summary>
            <p> Gets the layout of the root signature. </p>
            </summary>
            <returns><p> This method returns a deserialized root signature in a <strong><see cref = "T:SharpDX.Direct3D12.RootSignatureDescription"/></strong> structure that describes the layout of the root signature. </p></returns>
            <doc-id>dn986887</doc-id>
            <unmanaged>const D3D12_ROOT_SIGNATURE_DESC* ID3D12RootSignatureDeserializer::GetRootSignatureDesc()</unmanaged>
            <unmanaged-short>ID3D12RootSignatureDeserializer::GetRootSignatureDesc</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ShaderBytecode">
            <summary>
            <p>Describes shader data.</p>
            </summary>
            <remarks>
            <p> The <strong><see cref = "T:SharpDX.Direct3D12.GraphicsPipelineStateDescription"/></strong> and <strong><see cref = "T:SharpDX.Direct3D12.ComputePipelineStateDescription"/></strong> objects contain <strong><see cref = "T:SharpDX.Direct3D12.ShaderBytecode"/></strong> structures that describe various shader types. </p>
            </remarks>
            <doc-id>dn770405</doc-id>
            <unmanaged>D3D12_SHADER_BYTECODE</unmanaged>
            <unmanaged-short>D3D12_SHADER_BYTECODE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderBytecode.Pointer">
            <summary>
            <dd> <p> A reference to a memory block that contains the shader data. </p> </dd>
            </summary>
            <doc-id>dn770405</doc-id>
            <unmanaged>pShaderBytecode</unmanaged>
            <unmanaged-short>pShaderBytecode</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderBytecode.Size">
            <summary>
            <dd> <p> The size, in bytes, of the shader data that the <strong>pShaderBytecode</strong> member points to. </p> </dd>
            </summary>
            <doc-id>dn770405</doc-id>
            <unmanaged>BytecodeLength</unmanaged>
            <unmanaged-short>BytecodeLength</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.StaticSamplerDescription">
            <summary>
            <p> Describes a static sampler. </p>
            </summary>
            <remarks>
            <p> Use this structure with the <strong><see cref = "T:SharpDX.Direct3D12.RootSignatureDescription"/></strong> structure. </p>
            </remarks>
            <doc-id>dn986748</doc-id>
            <unmanaged>D3D12_STATIC_SAMPLER_DESC</unmanaged>
            <unmanaged-short>D3D12_STATIC_SAMPLER_DESC</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.StaticSamplerDescription.#ctor(SharpDX.Direct3D12.ShaderVisibility,System.Int32,System.Int32)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D12.StaticSamplerDescription"/> struct.
            </summary>
            <param name="shaderVisibility">The shader visibility.</param>
            <param name="shaderRegister">The shader register.</param>
            <param name="registerSpace">The register space.</param>
        </member>
        <member name="M:SharpDX.Direct3D12.StaticSamplerDescription.#ctor(SharpDX.Direct3D12.SamplerStateDescription,SharpDX.Direct3D12.ShaderVisibility,System.Int32,System.Int32)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D12.StaticSamplerDescription"/> struct.
            </summary>
            <param name="samplerStateDescription">Sampler state description</param>
            <param name="shaderVisibility">The shader visibility.</param>
            <param name="shaderRegister">The shader register.</param>
            <param name="registerSpace">The register space.</param>
        </member>
        <member name="P:SharpDX.Direct3D12.StaticSamplerDescription.AddressUVW">
            <summary>
            Sets the (u,v,w) addressing mode with the same value.
            </summary>
            <value>The (u,v,w) addressing mode with the same value.</value>
        </member>
        <member name="F:SharpDX.Direct3D12.StaticSamplerDescription.Filter">
            <summary>
            <dd> <p> The filtering method to use when sampling a texture, as a <strong><see cref = "T:SharpDX.Direct3D12.Filter"/></strong> enumeration constant. </p> </dd>
            </summary>
            <doc-id>dn986748</doc-id>
            <unmanaged>Filter</unmanaged>
            <unmanaged-short>Filter</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StaticSamplerDescription.AddressU">
            <summary>
            <dd> <p> Specifies the <strong><see cref = "T:SharpDX.Direct3D12.TextureAddressMode"/></strong> mode to use for resolving a <em>u</em> texture coordinate that is outside the 0 to 1 range. </p> </dd>
            </summary>
            <doc-id>dn986748</doc-id>
            <unmanaged>AddressU</unmanaged>
            <unmanaged-short>AddressU</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StaticSamplerDescription.AddressV">
            <summary>
            <dd> <p> Specifies the <strong><see cref = "T:SharpDX.Direct3D12.TextureAddressMode"/></strong> mode to use for resolving a <em>v</em> texture coordinate that is outside the 0 to 1 range. </p> </dd>
            </summary>
            <doc-id>dn986748</doc-id>
            <unmanaged>AddressV</unmanaged>
            <unmanaged-short>AddressV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StaticSamplerDescription.AddressW">
            <summary>
            <dd> <p> Specifies the <strong><see cref = "T:SharpDX.Direct3D12.TextureAddressMode"/></strong> mode to use for resolving a <em>w</em> texture coordinate that is outside the 0 to 1 range. </p> </dd>
            </summary>
            <doc-id>dn986748</doc-id>
            <unmanaged>AddressW</unmanaged>
            <unmanaged-short>AddressW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StaticSamplerDescription.MipLODBias">
            <summary>
            <dd> <p> Offset from the calculated mipmap level. For example, if Direct3D calculates that a texture should be sampled at mipmap level 3 and MipLODBias is 2, then the texture will be sampled at mipmap level 5. </p> </dd>
            </summary>
            <doc-id>dn986748</doc-id>
            <unmanaged>MipLODBias</unmanaged>
            <unmanaged-short>MipLODBias</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StaticSamplerDescription.MaxAnisotropy">
            <summary>
            <dd> <p> Clamping value used if D3D12_FILTER_ANISOTROPIC or D3D12_FILTER_COMPARISON_ANISOTROPIC is specified as the filter. Valid values are between 1 and 16. </p> </dd>
            </summary>
            <doc-id>dn986748</doc-id>
            <unmanaged>MaxAnisotropy</unmanaged>
            <unmanaged-short>MaxAnisotropy</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StaticSamplerDescription.ComparisonFunc">
            <summary>
            <dd> <p> A function that compares sampled data against existing sampled data.  The function options are listed in <strong><see cref = "T:SharpDX.Direct3D12.Comparison"/></strong>. </p> </dd>
            </summary>
            <doc-id>dn986748</doc-id>
            <unmanaged>ComparisonFunc</unmanaged>
            <unmanaged-short>ComparisonFunc</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StaticSamplerDescription.BorderColor">
            <summary>
            <dd> <p> One member of <strong><see cref = "T:SharpDX.Direct3D12.StaticBorderColor"/></strong>, the border color to use if D3D12_TEXTURE_ADDRESS_MODE_BORDER is specified for AddressU, AddressV, or AddressW.  Range must be between 0.0 and 1.0 inclusive. </p> </dd>
            </summary>
            <doc-id>dn986748</doc-id>
            <unmanaged>BorderColor</unmanaged>
            <unmanaged-short>BorderColor</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StaticSamplerDescription.MinLOD">
            <summary>
            <dd> <p> Lower end of the mipmap range to clamp access to, where 0 is the largest and most detailed mipmap level and any level higher than that is less detailed. </p> </dd>
            </summary>
            <doc-id>dn986748</doc-id>
            <unmanaged>MinLOD</unmanaged>
            <unmanaged-short>MinLOD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StaticSamplerDescription.MaxLOD">
            <summary>
            <dd> <p> Upper end of the mipmap range to clamp access to, where 0 is the largest and most detailed mipmap level and any level higher than that is less detailed. This value must be greater than or equal to MinLOD. To have no upper limit on LOD set this to a large value such as D3D12_FLOAT32_MAX. </p> </dd>
            </summary>
            <doc-id>dn986748</doc-id>
            <unmanaged>MaxLOD</unmanaged>
            <unmanaged-short>MaxLOD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StaticSamplerDescription.ShaderRegister">
            <summary>
            <dd> <p> The <em>ShaderRegister</em> and <em>RegisterSpace</em> parameters correspond to the binding syntax of HLSL.  For example, in HLSL: </p> <code>Texture2D&lt;float4&gt; a : register(t2, space3);</code> <p> This corresponds to a  <em>ShaderRegister</em> of 2 (indicating the type is SRV), and <em>RegisterSpace</em> is 3. </p> <p> The  <em>ShaderRegister</em> and <em>RegisterSpace</em> pair is needed to establish correspondence between shader resources and runtime heap descriptors, using the root signature data structure. </p> </dd>
            </summary>
            <doc-id>dn986748</doc-id>
            <unmanaged>ShaderRegister</unmanaged>
            <unmanaged-short>ShaderRegister</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StaticSamplerDescription.RegisterSpace">
            <summary>
            <dd> <p> See the description for <em>ShaderRegister</em>. Register space is optional; the default register space is 0. </p> </dd>
            </summary>
            <doc-id>dn986748</doc-id>
            <unmanaged>RegisterSpace</unmanaged>
            <unmanaged-short>RegisterSpace</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StaticSamplerDescription.ShaderVisibility">
            <summary>
            <dd> <p> Specifies the visibility of the sampler to the pipeline shaders, one member of <strong><see cref = "T:SharpDX.Direct3D12.ShaderVisibility"/></strong>. </p> </dd>
            </summary>
            <doc-id>dn986748</doc-id>
            <unmanaged>ShaderVisibility</unmanaged>
            <unmanaged-short>ShaderVisibility</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.StreamOutputDescription">
            <summary>
            <p>Describes a streaming output buffer.</p>
            </summary>
            <remarks>
            <p> A <strong><see cref = "T:SharpDX.Direct3D12.GraphicsPipelineStateDescription"/></strong> object contains a <strong><see cref = "T:SharpDX.Direct3D12.StreamOutputDescription"/></strong> structure. </p>
            </remarks>
            <doc-id>dn770410</doc-id>
            <unmanaged>D3D12_STREAM_OUTPUT_DESC</unmanaged>
            <unmanaged-short>D3D12_STREAM_OUTPUT_DESC</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.StreamOutputDescription.Elements">
            <summary>	
            <dd> <p> An array of <strong><see cref="T:SharpDX.Direct3D12.StreamOutputElement" /></strong> structures. Can't be <strong><c>null</c></strong> if <strong>NumEntries</strong> &gt; 0. </p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='D3D12_STREAM_OUTPUT_DESC::pSODeclaration']/*" />	
            <msdn-id>dn770410</msdn-id>	
            <unmanaged>const D3D12_SO_DECLARATION_ENTRY* pSODeclaration</unmanaged>	
            <unmanaged-short>D3D12_SO_DECLARATION_ENTRY pSODeclaration</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D12.StreamOutputDescription.StreamOutputEntriesPointer">
            <summary>
            <dd> <p> An array of <strong><see cref = "T:SharpDX.Direct3D12.StreamOutputElement"/></strong> structures. Can't be <strong><c>null</c></strong> if <strong>NumEntries</strong> &gt; 0. </p> </dd>
            </summary>
            <doc-id>dn770410</doc-id>
            <unmanaged>pSODeclaration</unmanaged>
            <unmanaged-short>pSODeclaration</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StreamOutputDescription.EntrieCount">
            <summary>
            <dd> <p> The number of entries in the stream output declaration array that the <strong>pSODeclaration</strong> member points to. </p> </dd>
            </summary>
            <doc-id>dn770410</doc-id>
            <unmanaged>NumEntries</unmanaged>
            <unmanaged-short>NumEntries</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StreamOutputDescription.BufferStridesPointer">
            <summary>
            <dd> <p> An array of buffer strides; each stride is the size of an element for that buffer. </p> </dd>
            </summary>
            <doc-id>dn770410</doc-id>
            <unmanaged>pBufferStrides</unmanaged>
            <unmanaged-short>pBufferStrides</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StreamOutputDescription.StrideCount">
            <summary>
            <dd> <p> The number of strides (or buffers) that the <strong>pBufferStrides</strong> member points to. </p> </dd>
            </summary>
            <doc-id>dn770410</doc-id>
            <unmanaged>NumStrides</unmanaged>
            <unmanaged-short>NumStrides</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StreamOutputDescription.RasterizedStream">
            <summary>
            <dd> <p> The index number of the stream to be sent to the rasterizer stage. </p> </dd>
            </summary>
            <doc-id>dn770410</doc-id>
            <unmanaged>RasterizedStream</unmanaged>
            <unmanaged-short>RasterizedStream</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.TextureCopyLocation">
            <summary>	
            <p>Describes a portion of a texture for the purpose of texture copies. </p>	
            </summary>	
            <remarks>	
            <p> Use this structure with <strong>CopyTextureRegion</strong>. </p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='D3D12_TEXTURE_COPY_LOCATION']/*" />	
            <msdn-id>dn903818</msdn-id>	
            <unmanaged>D3D12_TEXTURE_COPY_LOCATION</unmanaged>	
            <unmanaged-short>D3D12_TEXTURE_COPY_LOCATION</unmanaged-short>	
            <summary>
            <p>Describes a portion of a texture for the purpose of texture copies. </p>
            </summary>
            <remarks>
            <p> Use this structure with <strong>CopyTextureRegion</strong>. </p>
            </remarks>
            <doc-id>dn903818</doc-id>
            <unmanaged>D3D12_TEXTURE_COPY_LOCATION</unmanaged>
            <unmanaged-short>D3D12_TEXTURE_COPY_LOCATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TextureCopyLocation.PResource">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='D3D12_TEXTURE_COPY_LOCATION::pResource']/*" />	
            <unmanaged>ID3D12Resource* pResource</unmanaged>	
            <unmanaged-short>ID3D12Resource pResource</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D12.TextureCopyLocation.Type">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='D3D12_TEXTURE_COPY_LOCATION::Type']/*" />	
            <unmanaged>D3D12_TEXTURE_COPY_TYPE Type</unmanaged>	
            <unmanaged-short>D3D12_TEXTURE_COPY_TYPE Type</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D12.TextureCopyLocation.PlacedFootprint">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='D3D12_TEXTURE_COPY_LOCATION::PlacedFootprint']/*" />	
            <unmanaged>D3D12_PLACED_SUBRESOURCE_FOOTPRINT PlacedFootprint</unmanaged>	
            <unmanaged-short>D3D12_PLACED_SUBRESOURCE_FOOTPRINT PlacedFootprint</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D12.TextureCopyLocation.SubresourceIndex">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file="Documentation\CodeComments.xml" path="/comments/comment[@id='D3D12_TEXTURE_COPY_LOCATION::SubresourceIndex']/*" />	
            <unmanaged>unsigned int SubresourceIndex</unmanaged>	
            <unmanaged-short>unsigned int SubresourceIndex</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D12.TextureCopyLocation.#ctor(SharpDX.Direct3D12.Resource,System.Int32)">
            <summary>
            Creates a new resource copy that is represented by a subresource index
            </summary>
            <param name="resource">A valid Direct3D12 Resource</param>
            <param name="subResourceIndex">Sub resource index</param>
        </member>
        <member name="M:SharpDX.Direct3D12.TextureCopyLocation.#ctor(SharpDX.Direct3D12.Resource,SharpDX.Direct3D12.PlacedSubResourceFootprint)">
            <summary>
            Creates a new resource copy that is represented by a resource footprint
            </summary>
            <param name="resource">A valid Direct3D12 Resource</param>
            <param name="placedFootprint">Placement footprint for the resource copy operation</param>
        </member>
        <member name="T:SharpDX.Direct3D12.TextureCopyLocation.Union">
            <summary>
            Because this union contains pointers, it is aligned on 8 bytes boundary, making the field ResourceBarrier.Type 
            to be aligned on 8 bytes instead of 4 bytes, so we can't use directly Explicit layout on ResourceBarrier
            </summary>
        </member>
        <member name="T:SharpDX.Direct3D12.BlendOperation">
            <summary>
            <p>Specifies RGB or alpha blending operations.</p>
            </summary>
            <remarks>
            <p>The runtime implements RGB blending and alpha blending separately. Therefore, blend state requires separate blend operations for RGB data and alpha data. These blend operations are specified in a <strong><see cref = "T:SharpDX.Direct3D12.RenderTargetBlendDescription"/></strong> structure. The two sources ?source 1 and source 2? are shown in the blending block diagram.</p><p>Blend state is used by the output-merger stage to determine how to blend together two RGB pixel values and two alpha values. The two RGB pixel values and two alpha values are the RGB pixel value and alpha value that the pixel shader outputs and the RGB pixel value and alpha value already in the output render target. The <strong><see cref = "T:SharpDX.Direct3D12.BlendOption"/></strong> value controls the data source that the blending stage uses to modulate values for the pixel shader, render target, or both. The <strong><see cref = "T:SharpDX.Direct3D12.BlendOperation"/></strong> value controls how the blending stage mathematically combines these modulated values.</p>
            </remarks>
            <doc-id>dn770340</doc-id>
            <unmanaged>D3D12_BLEND_OP</unmanaged>
            <unmanaged-short>D3D12_BLEND_OP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.BlendOperation.Add">
            <summary>
            <dd> <p>Add source 1 and source 2.</p> </dd>
            </summary>
            <doc-id>dn770340</doc-id>
            <unmanaged>D3D12_BLEND_OP_ADD</unmanaged>
            <unmanaged-short>D3D12_BLEND_OP_ADD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.BlendOperation.Subtract">
            <summary>
            <dd> <p>Subtract source 1 from source 2.</p> </dd>
            </summary>
            <doc-id>dn770340</doc-id>
            <unmanaged>D3D12_BLEND_OP_SUBTRACT</unmanaged>
            <unmanaged-short>D3D12_BLEND_OP_SUBTRACT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.BlendOperation.ReverseSubtract">
            <summary>
            <dd> <p>Subtract source 2 from source 1.</p> </dd>
            </summary>
            <doc-id>dn770340</doc-id>
            <unmanaged>D3D12_BLEND_OP_REV_SUBTRACT</unmanaged>
            <unmanaged-short>D3D12_BLEND_OP_REV_SUBTRACT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.BlendOperation.Minimum">
            <summary>
            <dd> <p>Find the minimum of source 1 and source 2.</p> </dd>
            </summary>
            <doc-id>dn770340</doc-id>
            <unmanaged>D3D12_BLEND_OP_MIN</unmanaged>
            <unmanaged-short>D3D12_BLEND_OP_MIN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.BlendOperation.Maximum">
            <summary>
            <dd> <p>Find the maximum of source 1 and source 2.</p> </dd>
            </summary>
            <doc-id>dn770340</doc-id>
            <unmanaged>D3D12_BLEND_OP_MAX</unmanaged>
            <unmanaged-short>D3D12_BLEND_OP_MAX</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.BlendOption">
            <summary>
            <p>Specifies blend factors, which modulate values for the pixel shader and render target.</p>
            </summary>
            <remarks>
            <p>Source and destination blend operations are specified in a <strong><see cref = "T:SharpDX.Direct3D12.RenderTargetBlendDescription"/></strong> structure.</p>
            </remarks>
            <doc-id>dn770338</doc-id>
            <unmanaged>D3D12_BLEND</unmanaged>
            <unmanaged-short>D3D12_BLEND</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.BlendOption.Zero">
            <summary>
            <dd> <p>The blend factor is (0, 0, 0, 0). No pre-blend operation.</p> </dd>
            </summary>
            <doc-id>dn770338</doc-id>
            <unmanaged>D3D12_BLEND_ZERO</unmanaged>
            <unmanaged-short>D3D12_BLEND_ZERO</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.BlendOption.One">
            <summary>
            <dd> <p>The blend factor is (1, 1, 1, 1). No pre-blend operation.</p> </dd>
            </summary>
            <doc-id>dn770338</doc-id>
            <unmanaged>D3D12_BLEND_ONE</unmanaged>
            <unmanaged-short>D3D12_BLEND_ONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.BlendOption.SourceColor">
            <summary>
            <dd> <p>The blend factor is (R?, G?, B?, A?), that is color data (RGB) from a pixel shader. No pre-blend operation.</p> </dd>
            </summary>
            <doc-id>dn770338</doc-id>
            <unmanaged>D3D12_BLEND_SRC_COLOR</unmanaged>
            <unmanaged-short>D3D12_BLEND_SRC_COLOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.BlendOption.InverseSourceColor">
            <summary>
            <dd> <p>The blend factor is (1 - R?, 1 - G?, 1 - B?, 1 - A?), that is color data (RGB) from a pixel shader. The pre-blend operation inverts the data, generating 1 - RGB.</p> </dd>
            </summary>
            <doc-id>dn770338</doc-id>
            <unmanaged>D3D12_BLEND_INV_SRC_COLOR</unmanaged>
            <unmanaged-short>D3D12_BLEND_INV_SRC_COLOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.BlendOption.SourceAlpha">
            <summary>
            <dd> <p>The blend factor is (A?, A?, A?, A?), that is alpha data (A) from a pixel shader. No pre-blend operation.</p> </dd>
            </summary>
            <doc-id>dn770338</doc-id>
            <unmanaged>D3D12_BLEND_SRC_ALPHA</unmanaged>
            <unmanaged-short>D3D12_BLEND_SRC_ALPHA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.BlendOption.InverseSourceAlpha">
            <summary>
            <dd> <p>The blend factor is ( 1 - A?, 1 - A?, 1 - A?, 1 - A?), that is alpha data (A) from a pixel shader. The pre-blend operation inverts the data, generating 1 - A.</p> </dd>
            </summary>
            <doc-id>dn770338</doc-id>
            <unmanaged>D3D12_BLEND_INV_SRC_ALPHA</unmanaged>
            <unmanaged-short>D3D12_BLEND_INV_SRC_ALPHA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.BlendOption.DestinationAlpha">
            <summary>
            <dd> <p>The blend factor is (Ad Ad Ad Ad), that is alpha data from a render target. No pre-blend operation.</p> </dd>
            </summary>
            <doc-id>dn770338</doc-id>
            <unmanaged>D3D12_BLEND_DEST_ALPHA</unmanaged>
            <unmanaged-short>D3D12_BLEND_DEST_ALPHA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.BlendOption.InverseDestinationAlpha">
            <summary>
            <dd> <p>The blend factor is (1 - Ad 1 - Ad 1 - Ad 1 - Ad), that is alpha data from a render target. The pre-blend operation inverts the data, generating 1 - A.</p> </dd>
            </summary>
            <doc-id>dn770338</doc-id>
            <unmanaged>D3D12_BLEND_INV_DEST_ALPHA</unmanaged>
            <unmanaged-short>D3D12_BLEND_INV_DEST_ALPHA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.BlendOption.DestinationColor">
            <summary>
            <dd> <p>The blend factor is (Rd, Gd, Bd, Ad), that is color data from a render target. No pre-blend operation.</p> </dd>
            </summary>
            <doc-id>dn770338</doc-id>
            <unmanaged>D3D12_BLEND_DEST_COLOR</unmanaged>
            <unmanaged-short>D3D12_BLEND_DEST_COLOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.BlendOption.InverseDestinationColor">
            <summary>
            <dd> <p>The blend factor is (1 - Rd, 1 - Gd, 1 - Bd, 1 - Ad), that is color data from a render target. The pre-blend operation inverts the data, generating 1 - RGB.</p> </dd>
            </summary>
            <doc-id>dn770338</doc-id>
            <unmanaged>D3D12_BLEND_INV_DEST_COLOR</unmanaged>
            <unmanaged-short>D3D12_BLEND_INV_DEST_COLOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.BlendOption.SourceAlphaSaturate">
            <summary>
            <dd> <p>The blend factor is (f, f, f, 1); where f = min(A?, 1 - Ad). The pre-blend operation clamps the data to 1 or less. 
            </p> </dd>
            </summary>
            <doc-id>dn770338</doc-id>
            <unmanaged>D3D12_BLEND_SRC_ALPHA_SAT</unmanaged>
            <unmanaged-short>D3D12_BLEND_SRC_ALPHA_SAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.BlendOption.BlendFactor">
            <summary>
            <dd> <p>The blend factor is the blend factor set with <strong>ID3D12GraphicsCommandList::OMSetBlendFactor</strong>. No pre-blend operation.</p> </dd>
            </summary>
            <doc-id>dn770338</doc-id>
            <unmanaged>D3D12_BLEND_BLEND_FACTOR</unmanaged>
            <unmanaged-short>D3D12_BLEND_BLEND_FACTOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.BlendOption.InverseBlendFactor">
            <summary>
            <dd> <p>The blend factor is the blend factor set with <strong>ID3D12GraphicsCommandList::OMSetBlendFactor</strong>. The pre-blend operation inverts the blend factor, generating 1 - blend_factor.</p> </dd>
            </summary>
            <doc-id>dn770338</doc-id>
            <unmanaged>D3D12_BLEND_INV_BLEND_FACTOR</unmanaged>
            <unmanaged-short>D3D12_BLEND_INV_BLEND_FACTOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.BlendOption.SecondarySourceColor">
            <summary>
            <dd> <p>The blend factor is data sources both as color data output by a pixel shader. There is no pre-blend operation. This blend factor supports dual-source color blending.</p> </dd>
            </summary>
            <doc-id>dn770338</doc-id>
            <unmanaged>D3D12_BLEND_SRC1_COLOR</unmanaged>
            <unmanaged-short>D3D12_BLEND_SRC1_COLOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.BlendOption.InverseSecondarySourceColor">
            <summary>
            <dd> <p>The blend factor is data sources both as color data output by a pixel shader. The pre-blend operation inverts the data, generating 1 - RGB. This blend factor supports dual-source color blending.</p> </dd>
            </summary>
            <doc-id>dn770338</doc-id>
            <unmanaged>D3D12_BLEND_INV_SRC1_COLOR</unmanaged>
            <unmanaged-short>D3D12_BLEND_INV_SRC1_COLOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.BlendOption.SecondarySourceAlpha">
            <summary>
            <dd> <p>The blend factor is data sources as alpha data output by a pixel shader. There is no pre-blend operation. This blend factor supports dual-source color blending.</p> </dd>
            </summary>
            <doc-id>dn770338</doc-id>
            <unmanaged>D3D12_BLEND_SRC1_ALPHA</unmanaged>
            <unmanaged-short>D3D12_BLEND_SRC1_ALPHA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.BlendOption.InverseSecondarySourceAlpha">
            <summary>
            <dd> <p>The blend factor is data sources as alpha data output by a pixel shader. The pre-blend operation inverts the data, generating 1 - A. This blend factor supports dual-source color blending.</p> </dd>
            </summary>
            <doc-id>dn770338</doc-id>
            <unmanaged>D3D12_BLEND_INV_SRC1_ALPHA</unmanaged>
            <unmanaged-short>D3D12_BLEND_INV_SRC1_ALPHA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.BufferShaderResourceViewFlags.None">
            <summary>
            <dd> <p> Indicates a default view. </p> </dd>
            </summary>
            <doc-id>dn986719</doc-id>
            <unmanaged>D3D12_BUFFER_SRV_FLAG_NONE</unmanaged>
            <unmanaged-short>D3D12_BUFFER_SRV_FLAG_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.BufferShaderResourceViewFlags.Raw">
            <summary>
            <dd> <p> View the buffer as raw. For more info about raw viewing of buffers, see Raw Views of Buffers. </p> </dd>
            </summary>
            <doc-id>dn986719</doc-id>
            <unmanaged>D3D12_BUFFER_SRV_FLAG_RAW</unmanaged>
            <unmanaged-short>D3D12_BUFFER_SRV_FLAG_RAW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.BufferUnorderedAccessViewFlags.None">
            <summary>
            <dd> <p> Indicates a default view. </p> </dd>
            </summary>
            <doc-id>dn986720</doc-id>
            <unmanaged>D3D12_BUFFER_UAV_FLAG_NONE</unmanaged>
            <unmanaged-short>D3D12_BUFFER_UAV_FLAG_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.BufferUnorderedAccessViewFlags.Raw">
            <summary>
            <dd> <p> Resource contains raw, unstructured data.  Requires the UAV format to be <strong>DXGI_FORMAT_R32_TYPELESS</strong>. For more info about raw viewing of buffers, see Raw Views of Buffers. </p> </dd>
            </summary>
            <doc-id>dn986720</doc-id>
            <unmanaged>D3D12_BUFFER_UAV_FLAG_RAW</unmanaged>
            <unmanaged-short>D3D12_BUFFER_UAV_FLAG_RAW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ClearFlags.FlagsDepth">
            <summary>
            <dd> <p>Indicates the depth buffer should be cleared.</p> </dd>
            </summary>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_CLEAR_FLAG_DEPTH</unmanaged>
            <unmanaged-short>D3D12_CLEAR_FLAG_DEPTH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ClearFlags.FlagsStencil">
            <summary>
            <dd> <p>Indicates the stencil buffer should be cleared.</p> </dd>
            </summary>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_CLEAR_FLAG_STENCIL</unmanaged>
            <unmanaged-short>D3D12_CLEAR_FLAG_STENCIL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ClearFlags.None">
            <summary>
            None
            </summary>
            <unmanaged>None</unmanaged>
            <unmanaged-short>None</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ColorWriteMaskFlags.Red">
            <summary>
            <dd> <p>Allow data to be stored in the red component.</p> </dd>
            </summary>
            <doc-id>dn770347</doc-id>
            <unmanaged>D3D12_COLOR_WRITE_ENABLE_RED</unmanaged>
            <unmanaged-short>D3D12_COLOR_WRITE_ENABLE_RED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ColorWriteMaskFlags.Green">
            <summary>
            <dd> <p>Allow data to be stored in the green component.</p> </dd>
            </summary>
            <doc-id>dn770347</doc-id>
            <unmanaged>D3D12_COLOR_WRITE_ENABLE_GREEN</unmanaged>
            <unmanaged-short>D3D12_COLOR_WRITE_ENABLE_GREEN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ColorWriteMaskFlags.Blue">
            <summary>
            <dd> <p>Allow data to be stored in the blue component.</p> </dd>
            </summary>
            <doc-id>dn770347</doc-id>
            <unmanaged>D3D12_COLOR_WRITE_ENABLE_BLUE</unmanaged>
            <unmanaged-short>D3D12_COLOR_WRITE_ENABLE_BLUE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ColorWriteMaskFlags.Alpha">
            <summary>
            <dd> <p>Allow data to be stored in the alpha component.</p> </dd>
            </summary>
            <doc-id>dn770347</doc-id>
            <unmanaged>D3D12_COLOR_WRITE_ENABLE_ALPHA</unmanaged>
            <unmanaged-short>D3D12_COLOR_WRITE_ENABLE_ALPHA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ColorWriteMaskFlags.All">
            <summary>
            <dd> <p>Allow data to be stored in all components.</p> </dd>
            </summary>
            <doc-id>dn770347</doc-id>
            <unmanaged>D3D12_COLOR_WRITE_ENABLE_ALL</unmanaged>
            <unmanaged-short>D3D12_COLOR_WRITE_ENABLE_ALL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CommandListSupportFlags.None">
            <summary>
            <dd> <p>Specifies that no command list supports the operation in question.</p> </dd>
            </summary>
            <doc-id>mt844806</doc-id>
            <unmanaged>D3D12_COMMAND_LIST_SUPPORT_FLAG_NONE</unmanaged>
            <unmanaged-short>D3D12_COMMAND_LIST_SUPPORT_FLAG_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CommandListSupportFlags.Direct">
            <summary>
            <dd> <p>Specifies that direct command lists can support the operation in question.</p> </dd>
            </summary>
            <doc-id>mt844806</doc-id>
            <unmanaged>D3D12_COMMAND_LIST_SUPPORT_FLAG_DIRECT</unmanaged>
            <unmanaged-short>D3D12_COMMAND_LIST_SUPPORT_FLAG_DIRECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CommandListSupportFlags.Bundle">
            <summary>
            <dd> <p>Specifies that command list bundles can support the operation in question.</p> </dd>
            </summary>
            <doc-id>mt844806</doc-id>
            <unmanaged>D3D12_COMMAND_LIST_SUPPORT_FLAG_BUNDLE</unmanaged>
            <unmanaged-short>D3D12_COMMAND_LIST_SUPPORT_FLAG_BUNDLE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CommandListSupportFlags.Compute">
            <summary>
            <dd> <p>Specifies that compute command lists can support the operation in question.</p> </dd>
            </summary>
            <doc-id>mt844806</doc-id>
            <unmanaged>D3D12_COMMAND_LIST_SUPPORT_FLAG_COMPUTE</unmanaged>
            <unmanaged-short>D3D12_COMMAND_LIST_SUPPORT_FLAG_COMPUTE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CommandListSupportFlags.Copy">
            <summary>
            <dd> <p>Specifies that copy command lists can support the operation in question.</p> </dd>
            </summary>
            <doc-id>mt844806</doc-id>
            <unmanaged>D3D12_COMMAND_LIST_SUPPORT_FLAG_COPY</unmanaged>
            <unmanaged-short>D3D12_COMMAND_LIST_SUPPORT_FLAG_COPY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CommandListSupportFlags.VideoDecode">
            <summary>
            <dd> <p>Specifies that video-decode command lists can support the operation in question.</p> </dd>
            </summary>
            <doc-id>mt844806</doc-id>
            <unmanaged>D3D12_COMMAND_LIST_SUPPORT_FLAG_VIDEO_DECODE</unmanaged>
            <unmanaged-short>D3D12_COMMAND_LIST_SUPPORT_FLAG_VIDEO_DECODE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CommandListSupportFlags.VideoProcess">
            <summary>
            <dd> <p>Specifies that video-processing command lists can support the operation is question.</p> </dd>
            </summary>
            <doc-id>mt844806</doc-id>
            <unmanaged>D3D12_COMMAND_LIST_SUPPORT_FLAG_VIDEO_PROCESS</unmanaged>
            <unmanaged-short>D3D12_COMMAND_LIST_SUPPORT_FLAG_VIDEO_PROCESS</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.CommandListType">
            <summary>
            <p>Specifies the type of a command list.</p>
            </summary>
            <remarks>
            <p>This enum is used by the following methods:</p><ul> <li> <strong>CreateCommandAllocator</strong> </li> <li> <strong>CreateCommandQueue</strong> </li> <li> <strong>CreateCommandList</strong> </li> </ul>
            </remarks>
            <doc-id>dn770348</doc-id>
            <unmanaged>D3D12_COMMAND_LIST_TYPE</unmanaged>
            <unmanaged-short>D3D12_COMMAND_LIST_TYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CommandListType.Direct">
            <summary>
            <dd> <p>Specifies a command buffer that the GPU can execute. A direct command list doesn't inherit any GPU state.  </p> </dd>
            </summary>
            <doc-id>dn770348</doc-id>
            <unmanaged>D3D12_COMMAND_LIST_TYPE_DIRECT</unmanaged>
            <unmanaged-short>D3D12_COMMAND_LIST_TYPE_DIRECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CommandListType.Bundle">
            <summary>
            <dd> <p>Specifies a command buffer that can be executed only directly via a direct command list. A bundle command list inherits all GPU state (except for the currently set pipeline state object and primitive topology).</p> </dd>
            </summary>
            <doc-id>dn770348</doc-id>
            <unmanaged>D3D12_COMMAND_LIST_TYPE_BUNDLE</unmanaged>
            <unmanaged-short>D3D12_COMMAND_LIST_TYPE_BUNDLE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CommandListType.Compute">
            <summary>
            <dd> <p>Specifies a command buffer for computing. </p> </dd>
            </summary>
            <doc-id>dn770348</doc-id>
            <unmanaged>D3D12_COMMAND_LIST_TYPE_COMPUTE</unmanaged>
            <unmanaged-short>D3D12_COMMAND_LIST_TYPE_COMPUTE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CommandListType.Copy">
            <summary>
            <dd> <p>Specifies a command buffer for copying (drawing).</p> </dd>
            </summary>
            <doc-id>dn770348</doc-id>
            <unmanaged>D3D12_COMMAND_LIST_TYPE_COPY</unmanaged>
            <unmanaged-short>D3D12_COMMAND_LIST_TYPE_COPY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CommandListType.VideoDecode">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn770348</doc-id>
            <unmanaged>D3D12_COMMAND_LIST_TYPE_VIDEO_DECODE</unmanaged>
            <unmanaged-short>D3D12_COMMAND_LIST_TYPE_VIDEO_DECODE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CommandListType.VideoProcess">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn770348</doc-id>
            <unmanaged>D3D12_COMMAND_LIST_TYPE_VIDEO_PROCESS</unmanaged>
            <unmanaged-short>D3D12_COMMAND_LIST_TYPE_VIDEO_PROCESS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CommandQueueFlags.None">
            <summary>
            <dd> <p>Indicates a default command queue.</p> </dd>
            </summary>
            <doc-id>dn986722</doc-id>
            <unmanaged>D3D12_COMMAND_QUEUE_FLAG_NONE</unmanaged>
            <unmanaged-short>D3D12_COMMAND_QUEUE_FLAG_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CommandQueueFlags.DisableGpuTimeout">
            <summary>
            <dd> <p>Indicates that the GPU timeout should be disabled for this command queue.</p> </dd>
            </summary>
            <doc-id>dn986722</doc-id>
            <unmanaged>D3D12_COMMAND_QUEUE_FLAG_DISABLE_GPU_TIMEOUT</unmanaged>
            <unmanaged-short>D3D12_COMMAND_QUEUE_FLAG_DISABLE_GPU_TIMEOUT</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.CommandQueuePriority">
            <summary>
            <p>Defines priority levels for a command queue.</p>
            </summary>
            <remarks>
            <p> This enumeration is used by the <strong>Priority</strong> member of the <strong><see cref = "T:SharpDX.Direct3D12.CommandQueueDescription"/></strong> structure. </p>
            </remarks>
            <doc-id>dn986723</doc-id>
            <unmanaged>D3D12_COMMAND_QUEUE_PRIORITY</unmanaged>
            <unmanaged-short>D3D12_COMMAND_QUEUE_PRIORITY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CommandQueuePriority.Normal">
            <summary>
            <dd> <p>Normal priority.</p> </dd>
            </summary>
            <doc-id>dn986723</doc-id>
            <unmanaged>D3D12_COMMAND_QUEUE_PRIORITY_NORMAL</unmanaged>
            <unmanaged-short>D3D12_COMMAND_QUEUE_PRIORITY_NORMAL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CommandQueuePriority.High">
            <summary>
            <dd> <p>High priority.</p> </dd>
            </summary>
            <doc-id>dn986723</doc-id>
            <unmanaged>D3D12_COMMAND_QUEUE_PRIORITY_HIGH</unmanaged>
            <unmanaged-short>D3D12_COMMAND_QUEUE_PRIORITY_HIGH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CommandQueuePriority.GlobalRealtime">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986723</doc-id>
            <unmanaged>D3D12_COMMAND_QUEUE_PRIORITY_GLOBAL_REALTIME</unmanaged>
            <unmanaged-short>D3D12_COMMAND_QUEUE_PRIORITY_GLOBAL_REALTIME</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.Comparison">
            <summary>
            <p>Specifies comparison options.</p>
            </summary>
            <remarks>
            <p> A comparison option determines how the runtime compares source (new) data against destination (existing) data before storing the new data. The comparison option is declared in a description before an object is created. The API allows you to set a comparison option for </p><ul> <li> a depth-stencil buffer (<strong><see cref = "T:SharpDX.Direct3D12.DepthStencilStateDescription"/></strong>) </li> <li> depth-stencil operations (<strong><see cref = "T:SharpDX.Direct3D12.DepthStencilOperationDescription"/></strong>) </li> <li> sampler state (<strong><see cref = "T:SharpDX.Direct3D12.SamplerStateDescription"/></strong>) </li> </ul>
            </remarks>
            <doc-id>dn770349</doc-id>
            <unmanaged>D3D12_COMPARISON_FUNC</unmanaged>
            <unmanaged-short>D3D12_COMPARISON_FUNC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Comparison.Never">
            <summary>
            <dd> <p>Never pass the comparison.</p> </dd>
            </summary>
            <doc-id>dn770349</doc-id>
            <unmanaged>D3D12_COMPARISON_FUNC_NEVER</unmanaged>
            <unmanaged-short>D3D12_COMPARISON_FUNC_NEVER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Comparison.Less">
            <summary>
            <dd> <p>If the source data is less than the destination data, the comparison passes.</p> </dd>
            </summary>
            <doc-id>dn770349</doc-id>
            <unmanaged>D3D12_COMPARISON_FUNC_LESS</unmanaged>
            <unmanaged-short>D3D12_COMPARISON_FUNC_LESS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Comparison.Equal">
            <summary>
            <dd> <p>If the source data is equal to the destination data, the comparison passes.</p> </dd>
            </summary>
            <doc-id>dn770349</doc-id>
            <unmanaged>D3D12_COMPARISON_FUNC_EQUAL</unmanaged>
            <unmanaged-short>D3D12_COMPARISON_FUNC_EQUAL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Comparison.LessEqual">
            <summary>
            <dd> <p>If the source data is less than or equal to the destination data, the comparison passes.</p> </dd>
            </summary>
            <doc-id>dn770349</doc-id>
            <unmanaged>D3D12_COMPARISON_FUNC_LESS_EQUAL</unmanaged>
            <unmanaged-short>D3D12_COMPARISON_FUNC_LESS_EQUAL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Comparison.Greater">
            <summary>
            <dd> <p>If the source data is greater than the destination data, the comparison passes.</p> </dd>
            </summary>
            <doc-id>dn770349</doc-id>
            <unmanaged>D3D12_COMPARISON_FUNC_GREATER</unmanaged>
            <unmanaged-short>D3D12_COMPARISON_FUNC_GREATER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Comparison.NotEqual">
            <summary>
            <dd> <p>If the source data is not equal to the destination data, the comparison passes.</p> </dd>
            </summary>
            <doc-id>dn770349</doc-id>
            <unmanaged>D3D12_COMPARISON_FUNC_NOT_EQUAL</unmanaged>
            <unmanaged-short>D3D12_COMPARISON_FUNC_NOT_EQUAL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Comparison.GreaterEqual">
            <summary>
            <dd> <p>If the source data is greater than or equal to the destination data, the comparison passes.</p> </dd>
            </summary>
            <doc-id>dn770349</doc-id>
            <unmanaged>D3D12_COMPARISON_FUNC_GREATER_EQUAL</unmanaged>
            <unmanaged-short>D3D12_COMPARISON_FUNC_GREATER_EQUAL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Comparison.Always">
            <summary>
            <dd> <p>Always pass the comparison.</p> </dd>
            </summary>
            <doc-id>dn770349</doc-id>
            <unmanaged>D3D12_COMPARISON_FUNC_ALWAYS</unmanaged>
            <unmanaged-short>D3D12_COMPARISON_FUNC_ALWAYS</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ConservativeRasterizationMode">
            <summary>
            <p>Identifies whether conservative rasterization is on or off.</p>
            </summary>
            <remarks>
            <p>This enum is used by the <strong><see cref = "T:SharpDX.Direct3D12.RasterizerStateDescription"/></strong> structure. </p>
            </remarks>
            <doc-id>dn859367</doc-id>
            <unmanaged>D3D12_CONSERVATIVE_RASTERIZATION_MODE</unmanaged>
            <unmanaged-short>D3D12_CONSERVATIVE_RASTERIZATION_MODE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ConservativeRasterizationMode.Off">
            <summary>
            <dd> <p>Conservative rasterization is off.</p> </dd>
            </summary>
            <doc-id>dn859367</doc-id>
            <unmanaged>D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF</unmanaged>
            <unmanaged-short>D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ConservativeRasterizationMode.On">
            <summary>
            <dd> <p>Conservative rasterization is on.</p> </dd>
            </summary>
            <doc-id>dn859367</doc-id>
            <unmanaged>D3D12_CONSERVATIVE_RASTERIZATION_MODE_ON</unmanaged>
            <unmanaged-short>D3D12_CONSERVATIVE_RASTERIZATION_MODE_ON</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ConservativeRasterizationTier">
            <summary>
            <p>Identifies the tier level of conservative rasterization.</p>
            </summary>
            <remarks>
            <p> This enum is used by the <strong><see cref = "T:SharpDX.Direct3D12.FeatureDataD3D12Options"/></strong> structure. </p>
            </remarks>
            <doc-id>dn859368</doc-id>
            <unmanaged>D3D12_CONSERVATIVE_RASTERIZATION_TIER</unmanaged>
            <unmanaged-short>D3D12_CONSERVATIVE_RASTERIZATION_TIER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ConservativeRasterizationTier.TierNotSupported">
            <summary>
            <dd> <p>Conservative rasterization is not supported.</p> </dd>
            </summary>
            <doc-id>dn859368</doc-id>
            <unmanaged>D3D12_CONSERVATIVE_RASTERIZATION_TIER_NOT_SUPPORTED</unmanaged>
            <unmanaged-short>D3D12_CONSERVATIVE_RASTERIZATION_TIER_NOT_SUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ConservativeRasterizationTier.Tier1">
            <summary>
            <dd> <p>Tier 1 enforces a maximum 1/2 pixel uncertainty region and does not support post-snap degenerates. This is good for tiled rendering, a texture atlas, light map generation and sub-pixel shadow maps.</p> </dd>
            </summary>
            <doc-id>dn859368</doc-id>
            <unmanaged>D3D12_CONSERVATIVE_RASTERIZATION_TIER_1</unmanaged>
            <unmanaged-short>D3D12_CONSERVATIVE_RASTERIZATION_TIER_1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ConservativeRasterizationTier.Tier2">
            <summary>
            <dd> <p> Tier 2 reduces the maximum uncertainty region to 1/256 and requires post-snap degenerates not be culled. This tier is helpful for CPU-based algorithm acceleration (such as voxelization).</p> </dd>
            </summary>
            <doc-id>dn859368</doc-id>
            <unmanaged>D3D12_CONSERVATIVE_RASTERIZATION_TIER_2</unmanaged>
            <unmanaged-short>D3D12_CONSERVATIVE_RASTERIZATION_TIER_2</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ConservativeRasterizationTier.Tier3">
            <summary>
            <dd> <p> Tier 3 maintains a maximum 1/256 uncertainty region and adds support for inner input coverage. Inner input coverage adds the new value <code>SV_InnerCoverage</code> to High Level Shading Language (HLSL). This is a 32-bit scalar integer that can be specified on input to a pixel shader, and represents the underestimated conservative rasterization information (that is, whether a pixel is guaranteed-to-be-fully covered). This tier is helpful for occlusion culling.</p> </dd>
            </summary>
            <doc-id>dn859368</doc-id>
            <unmanaged>D3D12_CONSERVATIVE_RASTERIZATION_TIER_3</unmanaged>
            <unmanaged-short>D3D12_CONSERVATIVE_RASTERIZATION_TIER_3</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.CpuPageProperty">
            <summary>
            <p>Specifies the CPU-page properties for the heap.</p>
            </summary>
            <remarks>
            <p> This enum is used by the <strong><see cref = "T:SharpDX.Direct3D12.HeapProperties"/></strong> structure. </p>
            </remarks>
            <doc-id>dn986725</doc-id>
            <unmanaged>D3D12_CPU_PAGE_PROPERTY</unmanaged>
            <unmanaged-short>D3D12_CPU_PAGE_PROPERTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CpuPageProperty.Unknown">
            <summary>
            <dd> <p>The CPU-page property is unknown.</p> </dd>
            </summary>
            <doc-id>dn986725</doc-id>
            <unmanaged>D3D12_CPU_PAGE_PROPERTY_UNKNOWN</unmanaged>
            <unmanaged-short>D3D12_CPU_PAGE_PROPERTY_UNKNOWN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CpuPageProperty.NotAvailable">
            <summary>
            <dd> <p> The CPU cannot access the heap, therefore no page properties are available. </p> </dd>
            </summary>
            <doc-id>dn986725</doc-id>
            <unmanaged>D3D12_CPU_PAGE_PROPERTY_NOT_AVAILABLE</unmanaged>
            <unmanaged-short>D3D12_CPU_PAGE_PROPERTY_NOT_AVAILABLE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CpuPageProperty.WriteCombine">
            <summary>
            <dd> <p>The CPU-page property is write-combined.</p> </dd>
            </summary>
            <doc-id>dn986725</doc-id>
            <unmanaged>D3D12_CPU_PAGE_PROPERTY_WRITE_COMBINE</unmanaged>
            <unmanaged-short>D3D12_CPU_PAGE_PROPERTY_WRITE_COMBINE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CpuPageProperty.WriteBack">
            <summary>
            <dd> <p>The CPU-page property is write-back.</p> </dd>
            </summary>
            <doc-id>dn986725</doc-id>
            <unmanaged>D3D12_CPU_PAGE_PROPERTY_WRITE_BACK</unmanaged>
            <unmanaged-short>D3D12_CPU_PAGE_PROPERTY_WRITE_BACK</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.CrossNodeSharingTier">
            <summary>
            <p> Specifies the level of sharing across nodes of an adapter, such as Tier 1 Emulated, Tier 1, or Tier 2. </p>
            </summary>
            <remarks>
            <p> This enum is used by the <strong>CrossNodeSharingTier</strong> member of the <strong><see cref = "T:SharpDX.Direct3D12.FeatureDataD3D12Options"/></strong> structure. </p>
            </remarks>
            <doc-id>dn914408</doc-id>
            <unmanaged>D3D12_CROSS_NODE_SHARING_TIER</unmanaged>
            <unmanaged-short>D3D12_CROSS_NODE_SHARING_TIER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CrossNodeSharingTier.TierNotSupported">
            <summary>
            <dd> <p> If an adapter only has 1 node, then cross-node sharing doesn't apply, so the <strong>CrossNodeSharingTier</strong> member of the <strong><see cref = "T:SharpDX.Direct3D12.FeatureDataD3D12Options"/></strong> structure is set to D3D12_CROSS_NODE_SHARING_NOT_SUPPORTED. </p> </dd>
            </summary>
            <doc-id>dn914408</doc-id>
            <unmanaged>D3D12_CROSS_NODE_SHARING_TIER_NOT_SUPPORTED</unmanaged>
            <unmanaged-short>D3D12_CROSS_NODE_SHARING_TIER_NOT_SUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CrossNodeSharingTier.Tier1Emulated">
            <summary>
            <dd> <p> Tier 1 Emulated. Devices that set the <strong>CrossNodeSharingTier</strong> member of the <strong><see cref = "T:SharpDX.Direct3D12.FeatureDataD3D12Options"/></strong> structure to D3D12_CROSS_NODE_SHARING_TIER_1_EMULATED have Tier 1 support. However, drivers stage these copy operations through a driver-internal system memory allocation. This will cause these copy operations to consume time on the destination GPU as well as the source. </p> </dd>
            </summary>
            <doc-id>dn914408</doc-id>
            <unmanaged>D3D12_CROSS_NODE_SHARING_TIER_1_EMULATED</unmanaged>
            <unmanaged-short>D3D12_CROSS_NODE_SHARING_TIER_1_EMULATED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CrossNodeSharingTier.Tier1">
            <summary>
            <dd> <p> Tier 1. Devices that set the <strong>CrossNodeSharingTier</strong> member of the <strong><see cref = "T:SharpDX.Direct3D12.FeatureDataD3D12Options"/></strong> structure to D3D12_CROSS_NODE_SHARING_TIER_1 only support the following cross-node copy operations: </p> <ul> <li> <strong>ID3D12CommandList::CopyBufferRegion</strong> </li> <li> <strong>ID3D12CommandList::CopyTextureRegion</strong> </li> <li> <strong>ID3D12CommandList::CopyResource</strong> </li> </ul> <p> Additionally, the cross-node resource must be the destination of the copy operation. </p> </dd>
            </summary>
            <doc-id>dn914408</doc-id>
            <unmanaged>D3D12_CROSS_NODE_SHARING_TIER_1</unmanaged>
            <unmanaged-short>D3D12_CROSS_NODE_SHARING_TIER_1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CrossNodeSharingTier.Tier2">
            <summary>
            <dd> <p> Tier 2. Devices that set the <strong>CrossNodeSharingTier</strong> member of the <strong><see cref = "T:SharpDX.Direct3D12.FeatureDataD3D12Options"/></strong> structure to D3D12_CROSS_NODE_SHARING_TIER_2 support all operations across nodes, except for the following: </p> <ul> <li> Render target views. </li> <li> Depth stencil views. </li> <li> UAV atomic operations. Similar to CPU/GPU interop, shaders may perform UAV atomic operations; however, no atomicity across adapters is guaranteed. </li> </ul> <p> Applications can retrieve the node where a resource/heap exists from the <strong><see cref = "T:SharpDX.Direct3D12.HeapDescription"/></strong> structure. These values are retrievable for opened resources. The runtime performs the appropriate re-mapping in case the 2 devices are using different UMD-specified node re-mappings. </p> </dd>
            </summary>
            <doc-id>dn914408</doc-id>
            <unmanaged>D3D12_CROSS_NODE_SHARING_TIER_2</unmanaged>
            <unmanaged-short>D3D12_CROSS_NODE_SHARING_TIER_2</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.CullMode">
            <summary>
            <p>Specifies triangles facing a particular direction are not drawn.</p>
            </summary>
            <remarks>
            <p> Cull mode is specified in a <strong><see cref = "T:SharpDX.Direct3D12.RasterizerStateDescription"/></strong> structure. </p>
            </remarks>
            <doc-id>dn770354</doc-id>
            <unmanaged>D3D12_CULL_MODE</unmanaged>
            <unmanaged-short>D3D12_CULL_MODE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CullMode.None">
            <summary>
            <dd> <p>Always draw all triangles.</p> </dd>
            </summary>
            <doc-id>dn770354</doc-id>
            <unmanaged>D3D12_CULL_MODE_NONE</unmanaged>
            <unmanaged-short>D3D12_CULL_MODE_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CullMode.Front">
            <summary>
            <dd> <p>Do not draw triangles that are front-facing.</p> </dd>
            </summary>
            <doc-id>dn770354</doc-id>
            <unmanaged>D3D12_CULL_MODE_FRONT</unmanaged>
            <unmanaged-short>D3D12_CULL_MODE_FRONT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CullMode.Back">
            <summary>
            <dd> <p>Do not draw triangles that are back-facing.</p> </dd>
            </summary>
            <doc-id>dn770354</doc-id>
            <unmanaged>D3D12_CULL_MODE_BACK</unmanaged>
            <unmanaged-short>D3D12_CULL_MODE_BACK</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.DebugCommandListParameterType">
            <summary>
            <p>[Some information relates to pre-released product which may be substantially modified before it's commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.]</p><p>Indicates the debug parameter type used by <strong>ID3D12DebugCommandList1::SetDebugParameter</strong> and <strong>ID3D12DebugCommandList1::GetDebugParameter</strong>.</p>
            </summary>
            <doc-id>mt762980</doc-id>
            <unmanaged>D3D12_DEBUG_COMMAND_LIST_PARAMETER_TYPE</unmanaged>
            <unmanaged-short>D3D12_DEBUG_COMMAND_LIST_PARAMETER_TYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DebugCommandListParameterType.GpuBasedValidationSettings">
            <summary>
            No documentation.
            </summary>
            <doc-id>mt762980</doc-id>
            <unmanaged>D3D12_DEBUG_COMMAND_LIST_PARAMETER_GPU_BASED_VALIDATION_SETTINGS</unmanaged>
            <unmanaged-short>D3D12_DEBUG_COMMAND_LIST_PARAMETER_GPU_BASED_VALIDATION_SETTINGS</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.DebugDeviceParameterType">
            <summary>
            <p>[Some information relates to pre-released product which may be substantially modified before it's commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.]</p><p>Specifies the data type of the memory pointed to by the <em>pData</em> parameter of <strong>ID3D12DebugDevice1::SetDebugParameter</strong> and <strong>ID3D12DebugDevice1::GetDebugParameter</strong>.</p>
            </summary>
            <doc-id>mt762982</doc-id>
            <unmanaged>D3D12_DEBUG_DEVICE_PARAMETER_TYPE</unmanaged>
            <unmanaged-short>D3D12_DEBUG_DEVICE_PARAMETER_TYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DebugDeviceParameterType.FeatureFlags">
            <summary>
            No documentation.
            </summary>
            <doc-id>mt762982</doc-id>
            <unmanaged>D3D12_DEBUG_DEVICE_PARAMETER_FEATURE_FLAGS</unmanaged>
            <unmanaged-short>D3D12_DEBUG_DEVICE_PARAMETER_FEATURE_FLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DebugDeviceParameterType.GpuBasedValidationSettings">
            <summary>
            No documentation.
            </summary>
            <doc-id>mt762982</doc-id>
            <unmanaged>D3D12_DEBUG_DEVICE_PARAMETER_GPU_BASED_VALIDATION_SETTINGS</unmanaged>
            <unmanaged-short>D3D12_DEBUG_DEVICE_PARAMETER_GPU_BASED_VALIDATION_SETTINGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DebugDeviceParameterType.GpuSlowdownPerformanceFactor">
            <summary>
            No documentation.
            </summary>
            <doc-id>mt762982</doc-id>
            <unmanaged>D3D12_DEBUG_DEVICE_PARAMETER_GPU_SLOWDOWN_PERFORMANCE_FACTOR</unmanaged>
            <unmanaged-short>D3D12_DEBUG_DEVICE_PARAMETER_GPU_SLOWDOWN_PERFORMANCE_FACTOR</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.DebugFeature">
            <summary>
            <p>Flags for optional D3D12 Debug Layer features.</p>
            </summary>
            <remarks>
            <p>This enum is used by <strong>ID3D12DebugDevice1::SetDebugParameter</strong> and <strong>ID3D12DebugDevice1::GetDebugParameter</strong>.</p>
            </remarks>
            <doc-id>dn950141</doc-id>
            <unmanaged>D3D12_DEBUG_FEATURE</unmanaged>
            <unmanaged-short>D3D12_DEBUG_FEATURE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DebugFeature.None">
            <summary>
            <dd> <p>The default. No optional Debug Layer features.</p> </dd>
            </summary>
            <doc-id>dn950141</doc-id>
            <unmanaged>D3D12_DEBUG_FEATURE_NONE</unmanaged>
            <unmanaged-short>D3D12_DEBUG_FEATURE_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DebugFeature.AllowBehaviorChangingDebugAids">
            <summary>
            <dd> <p>The Debug Layer is allowed to deliberately change functional behavior of an application in order to help identify potential errors.  By default, the Debug Layer allows most invalid API usage to run the natural course.</p> </dd>
            </summary>
            <doc-id>dn950141</doc-id>
            <unmanaged>D3D12_DEBUG_FEATURE_ALLOW_BEHAVIOR_CHANGING_DEBUG_AIDS</unmanaged>
            <unmanaged-short>D3D12_DEBUG_FEATURE_ALLOW_BEHAVIOR_CHANGING_DEBUG_AIDS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DebugFeature.ConservativeResourceStateTracking">
            <summary>
            <dd> <p>Performs additional resource state validation of resources set in descriptors at the time <strong>ID3D12CommandQueue::ExecuteCommandLists</strong> is called.  By design descriptors can be changed even after submitting command lists assuming proper synchronization.  Conservative resource state tracking ignores this allowance and validates all resources used in descriptor tables when <strong>ExecuteCommandLists</strong> is called.  The result may be false validation errors.</p> </dd>
            </summary>
            <doc-id>dn950141</doc-id>
            <unmanaged>D3D12_DEBUG_FEATURE_CONSERVATIVE_RESOURCE_STATE_TRACKING</unmanaged>
            <unmanaged-short>D3D12_DEBUG_FEATURE_CONSERVATIVE_RESOURCE_STATE_TRACKING</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DebugFeature.DisableVirtualizedBundlesValidation">
            <summary>
            <dd> <p>Disables validation of bundle commands by virtually injecting checks into the calling command list validation paths.</p> </dd>
            </summary>
            <doc-id>dn950141</doc-id>
            <unmanaged>D3D12_DEBUG_FEATURE_DISABLE_VIRTUALIZED_BUNDLES_VALIDATION</unmanaged>
            <unmanaged-short>D3D12_DEBUG_FEATURE_DISABLE_VIRTUALIZED_BUNDLES_VALIDATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DebugFeature.ValidMask">
            <summary>
            <dd> <p>Internal use only.</p> </dd>
            </summary>
            <doc-id>dn950141</doc-id>
            <unmanaged>D3D12_DEBUG_FEATURE_VALID_MASK</unmanaged>
            <unmanaged-short>D3D12_DEBUG_FEATURE_VALID_MASK</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.DepthStencilViewDimension">
            <summary>
            <p>Specifies how to access a resource used in a depth-stencil view.</p>
            </summary>
            <remarks>
            <p>Specify one of the values in this enumeration in the <strong>ViewDimension</strong> member of a <strong><see cref = "T:SharpDX.Direct3D12.DepthStencilViewDescription"/></strong> structure.</p>
            </remarks>
            <doc-id>dn770361</doc-id>
            <unmanaged>D3D12_DSV_DIMENSION</unmanaged>
            <unmanaged-short>D3D12_DSV_DIMENSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilViewDimension.Unknown">
            <summary>
            <dd> <p><strong>D3D12_DSV_DIMENSION_UNKNOWN</strong> is not a valid value for <strong><see cref = "T:SharpDX.Direct3D12.DepthStencilViewDescription"/></strong> and is not used.</p> </dd>
            </summary>
            <doc-id>dn770361</doc-id>
            <unmanaged>D3D12_DSV_DIMENSION_UNKNOWN</unmanaged>
            <unmanaged-short>D3D12_DSV_DIMENSION_UNKNOWN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilViewDimension.Texture1D">
            <summary>
            <dd> <p>The resource will be accessed as a 1D texture.</p> </dd>
            </summary>
            <doc-id>dn770361</doc-id>
            <unmanaged>D3D12_DSV_DIMENSION_TEXTURE1D</unmanaged>
            <unmanaged-short>D3D12_DSV_DIMENSION_TEXTURE1D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilViewDimension.Texture1DArray">
            <summary>
            <dd> <p>The resource will be accessed as an array of 1D textures.</p> </dd>
            </summary>
            <doc-id>dn770361</doc-id>
            <unmanaged>D3D12_DSV_DIMENSION_TEXTURE1DARRAY</unmanaged>
            <unmanaged-short>D3D12_DSV_DIMENSION_TEXTURE1DARRAY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilViewDimension.Texture2D">
            <summary>
            <dd> <p>The resource will be accessed as a 2D texture.</p> </dd>
            </summary>
            <doc-id>dn770361</doc-id>
            <unmanaged>D3D12_DSV_DIMENSION_TEXTURE2D</unmanaged>
            <unmanaged-short>D3D12_DSV_DIMENSION_TEXTURE2D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilViewDimension.Texture2DArray">
            <summary>
            <dd> <p>The resource will be accessed as an array of 2D textures.</p> </dd>
            </summary>
            <doc-id>dn770361</doc-id>
            <unmanaged>D3D12_DSV_DIMENSION_TEXTURE2DARRAY</unmanaged>
            <unmanaged-short>D3D12_DSV_DIMENSION_TEXTURE2DARRAY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilViewDimension.Texture2DMultisampled">
            <summary>
            <dd> <p>The resource will be accessed as a 2D texture with multi sampling.</p> </dd>
            </summary>
            <doc-id>dn770361</doc-id>
            <unmanaged>D3D12_DSV_DIMENSION_TEXTURE2DMS</unmanaged>
            <unmanaged-short>D3D12_DSV_DIMENSION_TEXTURE2DMS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilViewDimension.Texture2DMultisampledArray">
            <summary>
            <dd> <p>The resource will be accessed as an array of 2D textures with multi sampling.</p> </dd>
            </summary>
            <doc-id>dn770361</doc-id>
            <unmanaged>D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY</unmanaged>
            <unmanaged-short>D3D12_DSV_DIMENSION_TEXTURE2DMSARRAY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilViewFlags.None">
            <summary>
            <dd> <p> Indicates a default view. </p> </dd>
            </summary>
            <doc-id>dn986727</doc-id>
            <unmanaged>D3D12_DSV_FLAG_NONE</unmanaged>
            <unmanaged-short>D3D12_DSV_FLAG_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilViewFlags.ReadOnlyDepth">
            <summary>
            <dd> <p>Indicates that depth values are read only.</p> </dd>
            </summary>
            <doc-id>dn986727</doc-id>
            <unmanaged>D3D12_DSV_FLAG_READ_ONLY_DEPTH</unmanaged>
            <unmanaged-short>D3D12_DSV_FLAG_READ_ONLY_DEPTH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilViewFlags.ReadOnlyStencil">
            <summary>
            <dd> <p>Indicates that stencil values are read only.</p> </dd>
            </summary>
            <doc-id>dn986727</doc-id>
            <unmanaged>D3D12_DSV_FLAG_READ_ONLY_STENCIL</unmanaged>
            <unmanaged-short>D3D12_DSV_FLAG_READ_ONLY_STENCIL</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.DepthWriteMask">
            <summary>
            <p>Identifies the portion of a depth-stencil buffer for writing depth data.</p>
            </summary>
            <remarks>
            <p>This enum is used by the <strong><see cref = "T:SharpDX.Direct3D12.DepthStencilStateDescription"/></strong> structure.</p>
            </remarks>
            <doc-id>dn770358</doc-id>
            <unmanaged>D3D12_DEPTH_WRITE_MASK</unmanaged>
            <unmanaged-short>D3D12_DEPTH_WRITE_MASK</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthWriteMask.Zero">
            <summary>
            <dd> <p>Turn off writes to the depth-stencil buffer.</p> </dd>
            </summary>
            <doc-id>dn770358</doc-id>
            <unmanaged>D3D12_DEPTH_WRITE_MASK_ZERO</unmanaged>
            <unmanaged-short>D3D12_DEPTH_WRITE_MASK_ZERO</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthWriteMask.All">
            <summary>
            <dd> <p>Turn on writes to the depth-stencil buffer.</p> </dd>
            </summary>
            <doc-id>dn770358</doc-id>
            <unmanaged>D3D12_DEPTH_WRITE_MASK_ALL</unmanaged>
            <unmanaged-short>D3D12_DEPTH_WRITE_MASK_ALL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DescriptorHeapFlags.None">
            <summary>
            <dd> <p>Indicates default usage of a heap.</p> </dd>
            </summary>
            <doc-id>dn859378</doc-id>
            <unmanaged>D3D12_DESCRIPTOR_HEAP_FLAG_NONE</unmanaged>
            <unmanaged-short>D3D12_DESCRIPTOR_HEAP_FLAG_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DescriptorHeapFlags.ShaderVisible">
            <summary>
            <dd> <p>The flag D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE can optionally be set on a descriptor heap to indicate it is be bound on a command list for reference by shaders.  Descriptor heaps created <em>without</em> this flag allow applications the option to stage descriptors in CPU memory before copying them to a shader visible descriptor heap, as a convenience.  But it is also fine for applications to directly create descriptors into shader visible descriptor heaps with no requirement to stage anything on the CPU.</p> <p>This flag only applies to CBV, SRV, UAV and samplers. It does not apply to other descriptor heap types since shaders do not directly reference the other types.  </p> </dd>
            </summary>
            <doc-id>dn859378</doc-id>
            <unmanaged>D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE</unmanaged>
            <unmanaged-short>D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.DescriptorHeapType">
            <summary>
            <p> Specifies a type of descriptor heap. </p>
            </summary>
            <remarks>
            <p> This enum is used by the <strong><see cref = "T:SharpDX.Direct3D12.DescriptorHeapDescription"/></strong> structure, and the following methods:</p><ul> <li> <strong>CopyDescriptors</strong> </li> <li> <strong>CopyDescriptorsSimple</strong> </li> <li> <strong>GetDescriptorHandleIncrementSize</strong> </li> </ul>
            </remarks>
            <doc-id>dn859379</doc-id>
            <unmanaged>D3D12_DESCRIPTOR_HEAP_TYPE</unmanaged>
            <unmanaged-short>D3D12_DESCRIPTOR_HEAP_TYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DescriptorHeapType.ConstantBufferViewShaderResourceViewUnorderedAccessView">
            <summary>
            <dd> <p> The descriptor heap for the combination of constant-buffer, shader-resource, and unordered-access views. </p> </dd>
            </summary>
            <doc-id>dn859379</doc-id>
            <unmanaged>D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV</unmanaged>
            <unmanaged-short>D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DescriptorHeapType.Sampler">
            <summary>
            <dd> <p> The descriptor heap for the sampler. </p> </dd>
            </summary>
            <doc-id>dn859379</doc-id>
            <unmanaged>D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER</unmanaged>
            <unmanaged-short>D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DescriptorHeapType.RenderTargetView">
            <summary>
            <dd> <p> The descriptor heap for the render-target view. </p> </dd>
            </summary>
            <doc-id>dn859379</doc-id>
            <unmanaged>D3D12_DESCRIPTOR_HEAP_TYPE_RTV</unmanaged>
            <unmanaged-short>D3D12_DESCRIPTOR_HEAP_TYPE_RTV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DescriptorHeapType.DepthStencilView">
            <summary>
            <dd> <p> The descriptor heap for the depth-stencil view. </p> </dd>
            </summary>
            <doc-id>dn859379</doc-id>
            <unmanaged>D3D12_DESCRIPTOR_HEAP_TYPE_DSV</unmanaged>
            <unmanaged-short>D3D12_DESCRIPTOR_HEAP_TYPE_DSV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DescriptorHeapType.NumTypes">
            <summary>
            <dd> <p> The number of types of descriptor heaps. </p> </dd>
            </summary>
            <doc-id>dn859379</doc-id>
            <unmanaged>D3D12_DESCRIPTOR_HEAP_TYPE_NUM_TYPES</unmanaged>
            <unmanaged-short>D3D12_DESCRIPTOR_HEAP_TYPE_NUM_TYPES</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DescriptorRangeFlags.None">
            <summary>
            <dd> <p>Default behavior. Descriptors are static, and default assumptions are made for data (for SRV/CBV: DATA_STATIC_WHILE_SET_AT_EXECUTE, and for UAV: DATA_VOLATILE). </p> </dd>
            </summary>
            <doc-id>mt709113</doc-id>
            <unmanaged>D3D12_DESCRIPTOR_RANGE_FLAG_NONE</unmanaged>
            <unmanaged-short>D3D12_DESCRIPTOR_RANGE_FLAG_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DescriptorRangeFlags.DescriptorSVolatile">
            <summary>
            <dd> <p>If this is the only flag set, then descriptors are volatile and default assumptions are made about data (for SRV/CBV: DATA_STATIC_WHILE_SET_AT_EXECUTE, and for UAV: DATA_VOLATILE). </p> <p>If this flag is combined with DATA_VOLATILE, then both descriptors and data are volaille, which is equivalent to Root Signature Version 1.0.</p> <p>If this flag is combined with DATA_STATIC_WHILE_SET_AT_EXECUTE, then descriptors are volatile. This still doesn?t allow them to change during command list execution so it is valid to combine the additional declaration that data is static while set via root descriptor table during execution ? the underlying descriptors are effectively static for longer than the data is being promised to be static.</p> </dd>
            </summary>
            <doc-id>mt709113</doc-id>
            <unmanaged>D3D12_DESCRIPTOR_RANGE_FLAG_DESCRIPTORS_VOLATILE</unmanaged>
            <unmanaged-short>D3D12_DESCRIPTOR_RANGE_FLAG_DESCRIPTORS_VOLATILE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DescriptorRangeFlags.DataVolatile">
            <summary>
            <dd> <p>Descriptors are static and the data is volatile.</p> </dd>
            </summary>
            <doc-id>mt709113</doc-id>
            <unmanaged>D3D12_DESCRIPTOR_RANGE_FLAG_DATA_VOLATILE</unmanaged>
            <unmanaged-short>D3D12_DESCRIPTOR_RANGE_FLAG_DATA_VOLATILE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DescriptorRangeFlags.DataStaticWhileSetAtExecute">
            <summary>
            <dd> <p>Descriptors are static and data is static while set at execute.</p> </dd>
            </summary>
            <doc-id>mt709113</doc-id>
            <unmanaged>D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC_WHILE_SET_AT_EXECUTE</unmanaged>
            <unmanaged-short>D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC_WHILE_SET_AT_EXECUTE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DescriptorRangeFlags.DataStatic">
            <summary>
            <dd> <p>Both descriptors and data are static. This maximizes the potential for driver optimization.</p> </dd>
            </summary>
            <doc-id>mt709113</doc-id>
            <unmanaged>D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC</unmanaged>
            <unmanaged-short>D3D12_DESCRIPTOR_RANGE_FLAG_DATA_STATIC</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.DescriptorRangeType">
            <summary>
            <p> Specifies a range so that, for example, if part of a descriptor table has 100 shader-resource views (SRVs) that range can be declared in one entry rather than 100. </p>
            </summary>
            <remarks>
            <p> This enum is used by the <strong><see cref = "T:SharpDX.Direct3D12.DescriptorRange"/></strong> structure. </p>
            </remarks>
            <doc-id>dn859381</doc-id>
            <unmanaged>D3D12_DESCRIPTOR_RANGE_TYPE</unmanaged>
            <unmanaged-short>D3D12_DESCRIPTOR_RANGE_TYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DescriptorRangeType.ShaderResourceView">
            <summary>
            <dd> <p> Specifies a range of SRVs. </p> </dd>
            </summary>
            <doc-id>dn859381</doc-id>
            <unmanaged>D3D12_DESCRIPTOR_RANGE_TYPE_SRV</unmanaged>
            <unmanaged-short>D3D12_DESCRIPTOR_RANGE_TYPE_SRV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DescriptorRangeType.UnorderedAccessView">
            <summary>
            <dd> <p> Specifies a range of unordered-access views (UAVs). </p> </dd>
            </summary>
            <doc-id>dn859381</doc-id>
            <unmanaged>D3D12_DESCRIPTOR_RANGE_TYPE_UAV</unmanaged>
            <unmanaged-short>D3D12_DESCRIPTOR_RANGE_TYPE_UAV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DescriptorRangeType.ConstantBufferView">
            <summary>
            <dd> <p> Specifies a range of constant-buffer views (CBVs). </p> </dd>
            </summary>
            <doc-id>dn859381</doc-id>
            <unmanaged>D3D12_DESCRIPTOR_RANGE_TYPE_CBV</unmanaged>
            <unmanaged-short>D3D12_DESCRIPTOR_RANGE_TYPE_CBV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DescriptorRangeType.Sampler">
            <summary>
            <dd> <p> Specifies a range of samplers. </p> </dd>
            </summary>
            <doc-id>dn859381</doc-id>
            <unmanaged>D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER</unmanaged>
            <unmanaged-short>D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.Feature">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_FEATURE</unmanaged>
            <unmanaged-short>D3D12_FEATURE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Feature.D3D12Options">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_FEATURE_D3D12_OPTIONS</unmanaged>
            <unmanaged-short>D3D12_FEATURE_D3D12_OPTIONS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Feature.Architecture">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_FEATURE_ARCHITECTURE</unmanaged>
            <unmanaged-short>D3D12_FEATURE_ARCHITECTURE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Feature.FeatureLevels">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_FEATURE_FEATURE_LEVELS</unmanaged>
            <unmanaged-short>D3D12_FEATURE_FEATURE_LEVELS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Feature.FormatSupport">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_FEATURE_FORMAT_SUPPORT</unmanaged>
            <unmanaged-short>D3D12_FEATURE_FORMAT_SUPPORT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Feature.MultisampleQualityLevels">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS</unmanaged>
            <unmanaged-short>D3D12_FEATURE_MULTISAMPLE_QUALITY_LEVELS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Feature.FormatInformation">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_FEATURE_FORMAT_INFO</unmanaged>
            <unmanaged-short>D3D12_FEATURE_FORMAT_INFO</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Feature.GpuVirtualAddressSupport">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_FEATURE_GPU_VIRTUAL_ADDRESS_SUPPORT</unmanaged>
            <unmanaged-short>D3D12_FEATURE_GPU_VIRTUAL_ADDRESS_SUPPORT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Feature.ShaderModel">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_FEATURE_SHADER_MODEL</unmanaged>
            <unmanaged-short>D3D12_FEATURE_SHADER_MODEL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Feature.D3D12Options1">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_FEATURE_D3D12_OPTIONS1</unmanaged>
            <unmanaged-short>D3D12_FEATURE_D3D12_OPTIONS1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Feature.RootSignature">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_FEATURE_ROOT_SIGNATURE</unmanaged>
            <unmanaged-short>D3D12_FEATURE_ROOT_SIGNATURE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Feature.Architecture1">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_FEATURE_ARCHITECTURE1</unmanaged>
            <unmanaged-short>D3D12_FEATURE_ARCHITECTURE1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Feature.D3D12Options2">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_FEATURE_D3D12_OPTIONS2</unmanaged>
            <unmanaged-short>D3D12_FEATURE_D3D12_OPTIONS2</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Feature.ShaderCache">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_FEATURE_SHADER_CACHE</unmanaged>
            <unmanaged-short>D3D12_FEATURE_SHADER_CACHE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Feature.CommandQueuePriority">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_FEATURE_COMMAND_QUEUE_PRIORITY</unmanaged>
            <unmanaged-short>D3D12_FEATURE_COMMAND_QUEUE_PRIORITY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Feature.D3D12Options3">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_FEATURE_D3D12_OPTIONS3</unmanaged>
            <unmanaged-short>D3D12_FEATURE_D3D12_OPTIONS3</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Feature.ExistingHeaps">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_FEATURE_EXISTING_HEAPS</unmanaged>
            <unmanaged-short>D3D12_FEATURE_EXISTING_HEAPS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FenceFlags.None">
            <summary>
            <dd> <p> No options are specified. </p> </dd>
            </summary>
            <doc-id>dn986729</doc-id>
            <unmanaged>D3D12_FENCE_FLAG_NONE</unmanaged>
            <unmanaged-short>D3D12_FENCE_FLAG_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FenceFlags.Shared">
            <summary>
            <dd> <p> The fence is shared. </p> </dd>
            </summary>
            <doc-id>dn986729</doc-id>
            <unmanaged>D3D12_FENCE_FLAG_SHARED</unmanaged>
            <unmanaged-short>D3D12_FENCE_FLAG_SHARED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FenceFlags.SharedCrossAdapter">
            <summary>
            <dd> <p> The fence is shared with another GPU adapter. </p> </dd>
            </summary>
            <doc-id>dn986729</doc-id>
            <unmanaged>D3D12_FENCE_FLAG_SHARED_CROSS_ADAPTER</unmanaged>
            <unmanaged-short>D3D12_FENCE_FLAG_SHARED_CROSS_ADAPTER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FenceFlags.NonMonitored">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986729</doc-id>
            <unmanaged>D3D12_FENCE_FLAG_NON_MONITORED</unmanaged>
            <unmanaged-short>D3D12_FENCE_FLAG_NON_MONITORED</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.FillMode">
            <summary>
            <p>Specifies the fill mode to use when rendering triangles.</p>
            </summary>
            <remarks>
            <p> Fill mode is specified in a <strong><see cref = "T:SharpDX.Direct3D12.RasterizerStateDescription"/></strong> structure. </p>
            </remarks>
            <doc-id>dn770366</doc-id>
            <unmanaged>D3D12_FILL_MODE</unmanaged>
            <unmanaged-short>D3D12_FILL_MODE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FillMode.Wireframe">
            <summary>
            <dd> <p>Draw lines connecting the vertices. Adjacent vertices are not drawn.</p> </dd>
            </summary>
            <doc-id>dn770366</doc-id>
            <unmanaged>D3D12_FILL_MODE_WIREFRAME</unmanaged>
            <unmanaged-short>D3D12_FILL_MODE_WIREFRAME</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FillMode.Solid">
            <summary>
            <dd> <p>Fill the triangles formed by the vertices. Adjacent vertices are not drawn.</p> </dd>
            </summary>
            <doc-id>dn770366</doc-id>
            <unmanaged>D3D12_FILL_MODE_SOLID</unmanaged>
            <unmanaged-short>D3D12_FILL_MODE_SOLID</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.Filter">
            <summary>
            <p>Specifies filtering options during texture sampling.</p>
            </summary>
            <remarks>
            <p>This enum is used by the <strong><see cref = "T:SharpDX.Direct3D12.SamplerStateDescription"/></strong> structure.</p><strong>Note</strong>??If you use different filter types for min versus mag filter, undefined behavior occurs in certain cases where the choice between whether magnification or minification happens is ambiguous.  To prevent this undefined behavior, use filter modes that use similar filter operations for both min and mag (or use anisotropic filtering, which avoids the issue as well).?<p>During texture sampling, one or more texels are read and combined (this is calling filtering) to produce a single value. Point sampling reads a single texel while linear sampling reads two texels (endpoints) and linearly interpolates a third value between the endpoints.</p><p>Microsoft High Level Shader Language (HLSL) texture-sampling functions also support comparison filtering during texture sampling. Comparison filtering compares each sampled texel against a comparison value. The boolean result is blended the same way that normal texture filtering is blended.</p><p>You can use HLSL intrinsic texture-sampling functions that implement texture filtering only or companion functions that use texture filtering with comparison filtering.</p><p>Also note the following defines:</p><code>#define	D3D12_FILTER_REDUCTION_TYPE_MASK	( 0x3 ) #define	D3D12_FILTER_REDUCTION_TYPE_SHIFT	( 7 ) #define	D3D12_FILTER_TYPE_MASK	( 0x3 ) #define	D3D12_MIN_FILTER_SHIFT	( 4 ) #define	D3D12_MAG_FILTER_SHIFT	( 2 ) #define	D3D12_MIP_FILTER_SHIFT	( 0 ) #define	D3D12_ANISOTROPIC_FILTERING_BIT	( 0x40 ) #define D3D12_ENCODE_BASIC_FILTER( min, mag, mip, reduction )                                                     \ ( ( <see cref = "T:SharpDX.Direct3D12.Filter"/> ) (                                                           \ ( ( ( min ) &amp; D3D12_FILTER_TYPE_MASK ) &lt; &lt; D3D12_MIN_FILTER_SHIFT ) |           \ ( ( ( mag ) &amp; D3D12_FILTER_TYPE_MASK ) &lt; &lt; D3D12_MAG_FILTER_SHIFT ) |           \ ( ( ( mip ) &amp; D3D12_FILTER_TYPE_MASK ) &lt; &lt; D3D12_MIP_FILTER_SHIFT ) |           \ ( ( ( reduction ) &amp; D3D12_FILTER_REDUCTION_TYPE_MASK ) &lt; &lt; D3D12_FILTER_REDUCTION_TYPE_SHIFT ) ) ) 
            #define D3D12_ENCODE_ANISOTROPIC_FILTER( reduction )                                                  \ ( ( <see cref = "T:SharpDX.Direct3D12.Filter"/> ) (                                         \ D3D12_ANISOTROPIC_FILTERING_BIT |                            \ D3D12_ENCODE_BASIC_FILTER( D3D12_FILTER_TYPE_LINEAR,         \ D3D12_FILTER_TYPE_LINEAR,         \ D3D12_FILTER_TYPE_LINEAR,         \ reduction ) ) )                     
            #define D3D12_DECODE_MIN_FILTER( D3D12Filter )                                                              \ ( ( <see cref = "T:SharpDX.Direct3D12.FilterType"/> )                                                    \ ( ( ( D3D12Filter ) &gt; &gt; D3D12_MIN_FILTER_SHIFT ) &amp; D3D12_FILTER_TYPE_MASK ) ) 
            #define D3D12_DECODE_MAG_FILTER( D3D12Filter )                                                              \ ( ( <see cref = "T:SharpDX.Direct3D12.FilterType"/> )                                                    \ ( ( ( D3D12Filter ) &gt; &gt; D3D12_MAG_FILTER_SHIFT ) &amp; D3D12_FILTER_TYPE_MASK ) ) 
            #define D3D12_DECODE_MIP_FILTER( D3D12Filter )                                                              \ ( ( <see cref = "T:SharpDX.Direct3D12.FilterType"/> )                                                    \ ( ( ( D3D12Filter ) &gt; &gt; D3D12_MIP_FILTER_SHIFT ) &amp; D3D12_FILTER_TYPE_MASK ) ) 
            #define D3D12_DECODE_FILTER_REDUCTION( D3D12Filter )                                                        \ ( ( <see cref = "T:SharpDX.Direct3D12.FilterReductionType"/> )                                                      \ ( ( ( D3D12Filter ) &gt; &gt; D3D12_FILTER_REDUCTION_TYPE_SHIFT ) &amp; D3D12_FILTER_REDUCTION_TYPE_MASK ) ) 
            #define D3D12_DECODE_IS_COMPARISON_FILTER( D3D12Filter )                                                    \ ( D3D12_DECODE_FILTER_REDUCTION( D3D12Filter ) == D3D12_FILTER_REDUCTION_TYPE_COMPARISON ) 
            #define D3D12_DECODE_IS_ANISOTROPIC_FILTER( D3D12Filter )                                               \ ( ( ( D3D12Filter ) &amp; D3D12_ANISOTROPIC_FILTERING_BIT ) &amp; &amp;                  \ ( D3D12_FILTER_TYPE_LINEAR == D3D12_DECODE_MIN_FILTER( D3D12Filter ) ) &amp; &amp;   \ ( D3D12_FILTER_TYPE_LINEAR == D3D12_DECODE_MAG_FILTER( D3D12Filter ) ) &amp; &amp;   \ ( D3D12_FILTER_TYPE_LINEAR == D3D12_DECODE_MIP_FILTER( D3D12Filter ) ) )     </code><table> <tr><th>Texture Sampling Function</th><th>Texture Sampling Function with Comparison Filtering</th></tr> <tr><td> <strong>Sample</strong> </td><td> <strong>SampleCmp</strong> or <strong>SampleCmpLevelZero</strong> </td></tr> </table><p>?</p><p>Comparison filters only work with textures that have the following formats: <strong>DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS</strong>, <strong>DXGI_FORMAT_R32_FLOAT</strong>, <strong>DXGI_FORMAT_R24_UNORM_X8_TYPELESS</strong>, <strong>DXGI_FORMAT_R16_UNORM</strong>.</p>
            </remarks>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER</unmanaged>
            <unmanaged-short>D3D12_FILTER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.MinMagMipPoint">
            <summary>
            <dd> <p>Use point sampling for minification, magnification, and mip-level sampling.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_MIN_MAG_MIP_POINT</unmanaged>
            <unmanaged-short>D3D12_FILTER_MIN_MAG_MIP_POINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.MinMagPointMipLinear">
            <summary>
            <dd> <p>Use point sampling for minification and magnification; use linear interpolation for mip-level sampling.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_MIN_MAG_POINT_MIP_LINEAR</unmanaged>
            <unmanaged-short>D3D12_FILTER_MIN_MAG_POINT_MIP_LINEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.MinPointMagLinearMipPoint">
            <summary>
            <dd> <p>Use point sampling for minification; use linear interpolation for magnification; use point sampling for mip-level sampling.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT</unmanaged>
            <unmanaged-short>D3D12_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.MinPointMagMipLinear">
            <summary>
            <dd> <p>Use point sampling for minification; use linear interpolation for magnification and mip-level sampling.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_MIN_POINT_MAG_MIP_LINEAR</unmanaged>
            <unmanaged-short>D3D12_FILTER_MIN_POINT_MAG_MIP_LINEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.MinLinearMagMipPoint">
            <summary>
            <dd> <p>Use linear interpolation for minification; use point sampling for magnification and mip-level sampling.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT</unmanaged>
            <unmanaged-short>D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.MinLinearMagPointMipLinear">
            <summary>
            <dd> <p>Use linear interpolation for minification; use point sampling for magnification; use linear interpolation for mip-level sampling.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR</unmanaged>
            <unmanaged-short>D3D12_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.MinMagLinearMipPoint">
            <summary>
            <dd> <p>Use linear interpolation for minification and magnification; use point sampling for mip-level sampling.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT</unmanaged>
            <unmanaged-short>D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.MinMagMipLinear">
            <summary>
            <dd> <p>Use linear interpolation for minification, magnification, and mip-level sampling.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_MIN_MAG_MIP_LINEAR</unmanaged>
            <unmanaged-short>D3D12_FILTER_MIN_MAG_MIP_LINEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.Anisotropic">
            <summary>
            <dd> <p>Use anisotropic interpolation for minification, magnification, and mip-level sampling.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_ANISOTROPIC</unmanaged>
            <unmanaged-short>D3D12_FILTER_ANISOTROPIC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.ComparisonMinMagMipPoint">
            <summary>
            <dd> <p>Use point sampling for minification, magnification, and mip-level sampling. Compare the result to the comparison value.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT</unmanaged>
            <unmanaged-short>D3D12_FILTER_COMPARISON_MIN_MAG_MIP_POINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.ComparisonMinMagPointMipLinear">
            <summary>
            <dd> <p>Use point sampling for minification and magnification; use linear interpolation for mip-level sampling. Compare the result to the comparison value.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR</unmanaged>
            <unmanaged-short>D3D12_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.ComparisonMinPointMagLinearMipPoint">
            <summary>
            <dd> <p>Use point sampling for minification; use linear interpolation for magnification; use point sampling for mip-level sampling. Compare the result to the comparison value.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT</unmanaged>
            <unmanaged-short>D3D12_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.ComparisonMinPointMagMipLinear">
            <summary>
            <dd> <p>Use point sampling for minification; use linear interpolation for magnification and mip-level sampling. Compare the result to the comparison value.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR</unmanaged>
            <unmanaged-short>D3D12_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.ComparisonMinLinearMagMipPoint">
            <summary>
            <dd> <p>Use linear interpolation for minification; use point sampling for magnification and mip-level sampling. Compare the result to the comparison value.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT</unmanaged>
            <unmanaged-short>D3D12_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.ComparisonMinLinearMagPointMipLinear">
            <summary>
            <dd> <p>Use linear interpolation for minification; use point sampling for magnification; use linear interpolation for mip-level sampling. Compare the result to the comparison value.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR</unmanaged>
            <unmanaged-short>D3D12_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.ComparisonMinMagLinearMipPoint">
            <summary>
            <dd> <p>Use linear interpolation for minification and magnification; use point sampling for mip-level sampling. Compare the result to the comparison value.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT</unmanaged>
            <unmanaged-short>D3D12_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.ComparisonMinMagMipLinear">
            <summary>
            <dd> <p>Use linear interpolation for minification, magnification, and mip-level sampling. Compare the result to the comparison value.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR</unmanaged>
            <unmanaged-short>D3D12_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.ComparisonAnisotropic">
            <summary>
            <dd> <p>Use anisotropic interpolation for minification, magnification, and mip-level sampling. Compare the result to the comparison value.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_COMPARISON_ANISOTROPIC</unmanaged>
            <unmanaged-short>D3D12_FILTER_COMPARISON_ANISOTROPIC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.MinimumMinMagMipPoint">
            <summary>
            <dd> <p>Fetch the same set of texels as <strong>D3D12_FILTER_MIN_MAG_MIP_POINT</strong> and instead of filtering them return the minimum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the minimum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "!:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_MINIMUM_MIN_MAG_MIP_POINT</unmanaged>
            <unmanaged-short>D3D12_FILTER_MINIMUM_MIN_MAG_MIP_POINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.MinimumMinMagPointMipLinear">
            <summary>
            <dd> <p>Fetch the same set of texels as <strong>D3D12_FILTER_MIN_MAG_POINT_MIP_LINEAR</strong> and instead of filtering them return the minimum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the minimum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "!:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_MINIMUM_MIN_MAG_POINT_MIP_LINEAR</unmanaged>
            <unmanaged-short>D3D12_FILTER_MINIMUM_MIN_MAG_POINT_MIP_LINEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.MinimumMinPointMagLinearMipPoint">
            <summary>
            <dd> <p>Fetch the same set of texels as <strong>D3D12_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT</strong> and instead of filtering them return the minimum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the minimum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "!:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_MINIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT</unmanaged>
            <unmanaged-short>D3D12_FILTER_MINIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.MinimumMinPointMagMipLinear">
            <summary>
            <dd> <p>Fetch the same set of texels as <strong>D3D12_FILTER_MIN_POINT_MAG_MIP_LINEAR</strong> and instead of filtering them return the minimum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the minimum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "!:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_MINIMUM_MIN_POINT_MAG_MIP_LINEAR</unmanaged>
            <unmanaged-short>D3D12_FILTER_MINIMUM_MIN_POINT_MAG_MIP_LINEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.MinimumMinLinearMagMipPoint">
            <summary>
            <dd> <p>Fetch the same set of texels as <strong>D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT</strong> and instead of filtering them return the minimum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the minimum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "!:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_MINIMUM_MIN_LINEAR_MAG_MIP_POINT</unmanaged>
            <unmanaged-short>D3D12_FILTER_MINIMUM_MIN_LINEAR_MAG_MIP_POINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.MinimumMinLinearMagPointMipLinear">
            <summary>
            <dd> <p>Fetch the same set of texels as <strong>D3D12_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR</strong> and instead of filtering them return the minimum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the minimum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "!:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_MINIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR</unmanaged>
            <unmanaged-short>D3D12_FILTER_MINIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.MinimumMinMagLinearMipPoint">
            <summary>
            <dd> <p>Fetch the same set of texels as <strong>D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT</strong> and instead of filtering them return the minimum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the minimum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "!:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_MINIMUM_MIN_MAG_LINEAR_MIP_POINT</unmanaged>
            <unmanaged-short>D3D12_FILTER_MINIMUM_MIN_MAG_LINEAR_MIP_POINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.MinimumMinMagMipLinear">
            <summary>
            <dd> <p>Fetch the same set of texels as <strong>D3D12_FILTER_MIN_MAG_MIP_LINEAR</strong> and instead of filtering them return the minimum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the minimum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "!:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_MINIMUM_MIN_MAG_MIP_LINEAR</unmanaged>
            <unmanaged-short>D3D12_FILTER_MINIMUM_MIN_MAG_MIP_LINEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.MinimumAnisotropic">
            <summary>
            <dd> <p>Fetch the same set of texels as <strong>D3D12_FILTER_ANISOTROPIC</strong> and instead of filtering them return the minimum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the minimum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "!:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_MINIMUM_ANISOTROPIC</unmanaged>
            <unmanaged-short>D3D12_FILTER_MINIMUM_ANISOTROPIC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.MaximumMinMagMipPoint">
            <summary>
            <dd> <p>Fetch the same set of texels as <strong>D3D12_FILTER_MIN_MAG_MIP_POINT</strong> and instead of filtering them return the maximum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the maximum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "!:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_MAXIMUM_MIN_MAG_MIP_POINT</unmanaged>
            <unmanaged-short>D3D12_FILTER_MAXIMUM_MIN_MAG_MIP_POINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.MaximumMinMagPointMipLinear">
            <summary>
            <dd> <p>Fetch the same set of texels as <strong>D3D12_FILTER_MIN_MAG_POINT_MIP_LINEAR</strong> and instead of filtering them return the maximum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the maximum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "!:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_MAXIMUM_MIN_MAG_POINT_MIP_LINEAR</unmanaged>
            <unmanaged-short>D3D12_FILTER_MAXIMUM_MIN_MAG_POINT_MIP_LINEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.MaximumMinPointMagLinearMipPoint">
            <summary>
            <dd> <p>Fetch the same set of texels as <strong>D3D12_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT</strong> and instead of filtering them return the maximum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the maximum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "!:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_MAXIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT</unmanaged>
            <unmanaged-short>D3D12_FILTER_MAXIMUM_MIN_POINT_MAG_LINEAR_MIP_POINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.MaximumMinPointMagMipLinear">
            <summary>
            <dd> <p>Fetch the same set of texels as <strong>D3D12_FILTER_MIN_POINT_MAG_MIP_LINEAR</strong> and instead of filtering them return the maximum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the maximum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "!:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_MAXIMUM_MIN_POINT_MAG_MIP_LINEAR</unmanaged>
            <unmanaged-short>D3D12_FILTER_MAXIMUM_MIN_POINT_MAG_MIP_LINEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.MaximumMinLinearMagMipPoint">
            <summary>
            <dd> <p>Fetch the same set of texels as <strong>D3D12_FILTER_MIN_LINEAR_MAG_MIP_POINT</strong> and instead of filtering them return the maximum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the maximum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "!:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_MAXIMUM_MIN_LINEAR_MAG_MIP_POINT</unmanaged>
            <unmanaged-short>D3D12_FILTER_MAXIMUM_MIN_LINEAR_MAG_MIP_POINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.MaximumMinLinearMagPointMipLinear">
            <summary>
            <dd> <p>Fetch the same set of texels as <strong>D3D12_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR</strong> and instead of filtering them return the maximum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the maximum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "!:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_MAXIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR</unmanaged>
            <unmanaged-short>D3D12_FILTER_MAXIMUM_MIN_LINEAR_MAG_POINT_MIP_LINEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.MaximumMinMagLinearMipPoint">
            <summary>
            <dd> <p>Fetch the same set of texels as <strong>D3D12_FILTER_MIN_MAG_LINEAR_MIP_POINT</strong> and instead of filtering them return the maximum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the maximum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "!:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_MAXIMUM_MIN_MAG_LINEAR_MIP_POINT</unmanaged>
            <unmanaged-short>D3D12_FILTER_MAXIMUM_MIN_MAG_LINEAR_MIP_POINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.MaximumMinMagMipLinear">
            <summary>
            <dd> <p>Fetch the same set of texels as <strong>D3D12_FILTER_MIN_MAG_MIP_LINEAR</strong> and instead of filtering them return the maximum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the maximum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "!:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_MAXIMUM_MIN_MAG_MIP_LINEAR</unmanaged>
            <unmanaged-short>D3D12_FILTER_MAXIMUM_MIN_MAG_MIP_LINEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Filter.MaximumAnisotropic">
            <summary>
            <dd> <p>Fetch the same set of texels as <strong>D3D12_FILTER_ANISOTROPIC</strong> and instead of filtering them return the maximum of the texels.  Texels that are weighted 0 during filtering aren't counted towards the maximum.  You can query support for this filter type from the <strong>MinMaxFiltering</strong> member in the <strong><see cref = "!:SharpDX.Direct3D11.FeatureDataD3D11Options1"/></strong> structure.</p> </dd>
            </summary>
            <doc-id>dn770367</doc-id>
            <unmanaged>D3D12_FILTER_MAXIMUM_ANISOTROPIC</unmanaged>
            <unmanaged-short>D3D12_FILTER_MAXIMUM_ANISOTROPIC</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.FilterReductionType">
            <summary>
            <p>Specifies the type of filter reduction. </p>
            </summary>
            <remarks>
            <p>This enum is used by the <strong><see cref = "T:SharpDX.Direct3D12.SamplerStateDescription"/></strong> structure. Also, refer to the remarks for <strong><see cref = "T:SharpDX.Direct3D12.Filter"/></strong>.</p>
            </remarks>
            <doc-id>dn770368</doc-id>
            <unmanaged>D3D12_FILTER_REDUCTION_TYPE</unmanaged>
            <unmanaged-short>D3D12_FILTER_REDUCTION_TYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FilterReductionType.Standard">
            <summary>
            <dd> <p>The filter type is standard.</p> </dd>
            </summary>
            <doc-id>dn770368</doc-id>
            <unmanaged>D3D12_FILTER_REDUCTION_TYPE_STANDARD</unmanaged>
            <unmanaged-short>D3D12_FILTER_REDUCTION_TYPE_STANDARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FilterReductionType.Comparison">
            <summary>
            <dd> <p>The filter type is comparison.</p> </dd>
            </summary>
            <doc-id>dn770368</doc-id>
            <unmanaged>D3D12_FILTER_REDUCTION_TYPE_COMPARISON</unmanaged>
            <unmanaged-short>D3D12_FILTER_REDUCTION_TYPE_COMPARISON</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FilterReductionType.Minimum">
            <summary>
            <dd> <p>The filter type is minimum.</p> </dd>
            </summary>
            <doc-id>dn770368</doc-id>
            <unmanaged>D3D12_FILTER_REDUCTION_TYPE_MINIMUM</unmanaged>
            <unmanaged-short>D3D12_FILTER_REDUCTION_TYPE_MINIMUM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FilterReductionType.Maximum">
            <summary>
            <dd> <p>The filter type is maximum.</p> </dd>
            </summary>
            <doc-id>dn770368</doc-id>
            <unmanaged>D3D12_FILTER_REDUCTION_TYPE_MAXIMUM</unmanaged>
            <unmanaged-short>D3D12_FILTER_REDUCTION_TYPE_MAXIMUM</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.FilterType">
            <summary>
            <p>Specifies the type of magnification or minification sampler filters. </p>
            </summary>
            <remarks>
            <p>This enum is used by the <strong><see cref = "T:SharpDX.Direct3D12.SamplerStateDescription"/></strong> structure. Also, refer to the remarks for <strong><see cref = "T:SharpDX.Direct3D12.Filter"/></strong>.</p>
            </remarks>
            <doc-id>dn770369</doc-id>
            <unmanaged>D3D12_FILTER_TYPE</unmanaged>
            <unmanaged-short>D3D12_FILTER_TYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FilterType.Point">
            <summary>
            <dd> <p>Point filtering is used as a texture magnification or minification filter. The texel with coordinates nearest to the desired pixel value is used. The texture filter to be used between mipmap levels is nearest-point mipmap filtering. The rasterizer uses the color from the texel of the nearest mipmap texture.</p> </dd>
            </summary>
            <doc-id>dn770369</doc-id>
            <unmanaged>D3D12_FILTER_TYPE_POINT</unmanaged>
            <unmanaged-short>D3D12_FILTER_TYPE_POINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FilterType.Linear">
            <summary>
            <dd> <p>Bilinear interpolation filtering is used as a texture magnification or minification filter. A weighted average of a 2 x 2 area of texels surrounding the desired pixel is used. The texture filter to use between mipmap levels is trilinear mipmap interpolation. The rasterizer linearly interpolates pixel color, using the texels of the two nearest mipmap textures.  </p> </dd>
            </summary>
            <doc-id>dn770369</doc-id>
            <unmanaged>D3D12_FILTER_TYPE_LINEAR</unmanaged>
            <unmanaged-short>D3D12_FILTER_TYPE_LINEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport1.None">
            <summary>
            <dd> <p>No resources are supported.</p> </dd>
            </summary>
            <doc-id>dn859389</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT1_NONE</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT1_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport1.Buffer">
            <summary>
            <dd> <p>Buffer resources supported.</p> </dd>
            </summary>
            <doc-id>dn859389</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT1_BUFFER</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT1_BUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport1.InputAssemblyVertexBuffer">
            <summary>
            <dd> <p>Vertex buffers supported.</p> </dd>
            </summary>
            <doc-id>dn859389</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT1_IA_VERTEX_BUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport1.InputAssemblyIndexBuffer">
            <summary>
            <dd> <p>Index buffers supported.</p> </dd>
            </summary>
            <doc-id>dn859389</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT1_IA_INDEX_BUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport1.StreamOutputBuffer">
            <summary>
            <dd> <p>Streaming output buffers supported.</p> </dd>
            </summary>
            <doc-id>dn859389</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT1_SO_BUFFER</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT1_SO_BUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport1.Texture1D">
            <summary>
            <dd> <p>1D texture resources supported.</p> </dd>
            </summary>
            <doc-id>dn859389</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT1_TEXTURE1D</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT1_TEXTURE1D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport1.Texture2D">
            <summary>
            <dd> <p>2D texture resources supported.</p> </dd>
            </summary>
            <doc-id>dn859389</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT1_TEXTURE2D</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT1_TEXTURE2D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport1.Texture3D">
            <summary>
            <dd> <p>3D texture resources supported.</p> </dd>
            </summary>
            <doc-id>dn859389</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT1_TEXTURE3D</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT1_TEXTURE3D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport1.TextureCube">
            <summary>
            <dd> <p>Cube texture resources supported.</p> </dd>
            </summary>
            <doc-id>dn859389</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT1_TEXTURECUBE</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT1_TEXTURECUBE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport1.ShaderLoad">
            <summary>
            <dd> <p>The HLSL <strong>Load</strong> function for texture objects is supported.</p> </dd>
            </summary>
            <doc-id>dn859389</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT1_SHADER_LOAD</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT1_SHADER_LOAD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport1.ShaderSample">
            <summary>
            <dd> <p>The HLSL <strong>Sample</strong> function for texture objects is supported.</p> <strong>Note</strong>??If the device supports the format as a resource (1D, 2D, 3D, or cube map) but doesn't support this option, the resource can still use the Sample method but must use only the point filtering sampler state to perform the sample. ? </dd>
            </summary>
            <doc-id>dn859389</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport1.ShaderSampleComparison">
            <summary>
            <dd> <p>The HLSL <strong>SampleCmp</strong> and <strong>SampleCmpLevelZero</strong> functions for texture objects are supported.</p> <strong>Note</strong>??Windows?8 and later might provide limited support for these functions on Direct3D feature levels 9_1, 9_2, and 9_3. For more info, see Implementing shadow buffers for Direct3D feature level 9.
             ? </dd>
            </summary>
            <doc-id>dn859389</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE_COMPARISON</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE_COMPARISON</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport1.ShaderSampleMonoText">
            <summary>
            <dd> <p>Reserved.</p> </dd>
            </summary>
            <doc-id>dn859389</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE_MONO_TEXT</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT1_SHADER_SAMPLE_MONO_TEXT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport1.Mip">
            <summary>
            <dd> <p>Mipmaps are supported.</p> </dd>
            </summary>
            <doc-id>dn859389</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT1_MIP</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT1_MIP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport1.RenderTarget">
            <summary>
            <dd> <p>Render targets are supported.</p> </dd>
            </summary>
            <doc-id>dn859389</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT1_RENDER_TARGET</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT1_RENDER_TARGET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport1.Blendable">
            <summary>
            <dd> <p>Blend operations supported.</p> </dd>
            </summary>
            <doc-id>dn859389</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT1_BLENDABLE</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT1_BLENDABLE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport1.DepthStencil">
            <summary>
            <dd> <p>Depth stencils supported.</p> </dd>
            </summary>
            <doc-id>dn859389</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT1_DEPTH_STENCIL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport1.MultisampleResolve">
            <summary>
            <dd> <p>Multisample antialiasing (MSAA) resolve operations are supported. For more info, see <strong>ID3D12GraphicsCommandList::ResolveSubresource</strong>. </p> </dd>
            </summary>
            <doc-id>dn859389</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RESOLVE</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RESOLVE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport1.Display">
            <summary>
            <dd> <p>Format can be displayed on screen.</p> </dd>
            </summary>
            <doc-id>dn859389</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT1_DISPLAY</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT1_DISPLAY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport1.CastWithinBitLayout">
            <summary>
            <dd> <p>Format can't be cast to another format.</p> </dd>
            </summary>
            <doc-id>dn859389</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT1_CAST_WITHIN_BIT_LAYOUT</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT1_CAST_WITHIN_BIT_LAYOUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport1.MultisampleRenderTarget">
            <summary>
            <dd> <p>Format can be used as a multi-sampled render target.</p> </dd>
            </summary>
            <doc-id>dn859389</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT1_MULTISAMPLE_RENDERTARGET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport1.MultisampleLoad">
            <summary>
            <dd> <p>Format can be used as a multi-sampled texture and read into a shader with the HLSL <strong>Load</strong> function.</p> </dd>
            </summary>
            <doc-id>dn859389</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT1_MULTISAMPLE_LOAD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport1.ShaderGather">
            <summary>
            <dd> <p>Format can be used with the HLSL gather function. This value is available in DirectX 10.1 or higher.</p> </dd>
            </summary>
            <doc-id>dn859389</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT1_SHADER_GATHER</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT1_SHADER_GATHER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport1.BackBufferCast">
            <summary>
            <dd> <p>Format supports casting when the resource is a back buffer.</p> </dd>
            </summary>
            <doc-id>dn859389</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT1_BACK_BUFFER_CAST</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT1_BACK_BUFFER_CAST</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport1.TypedUnorderedAccessView">
            <summary>
            <dd> <p>Format can be used for an unordered access view.</p> </dd>
            </summary>
            <doc-id>dn859389</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT1_TYPED_UNORDERED_ACCESS_VIEW</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT1_TYPED_UNORDERED_ACCESS_VIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport1.ShaderGatherComparison">
            <summary>
            <dd> <p>Format can be used with the HLSL gather with comparison function.</p> </dd>
            </summary>
            <doc-id>dn859389</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT1_SHADER_GATHER_COMPARISON</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT1_SHADER_GATHER_COMPARISON</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport1.DecoderOutput">
            <summary>
            <dd> <p>Format can be used with the decoder output.</p> </dd>
            </summary>
            <doc-id>dn859389</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT1_DECODER_OUTPUT</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT1_DECODER_OUTPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport1.VideoProcessorOutput">
            <summary>
            <dd> <p>Format can be used with the video processor output.</p> </dd>
            </summary>
            <doc-id>dn859389</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT1_VIDEO_PROCESSOR_OUTPUT</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT1_VIDEO_PROCESSOR_OUTPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport1.VideoProcessorInput">
            <summary>
            <dd> <p>Format can be used with the video processor input.</p> </dd>
            </summary>
            <doc-id>dn859389</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT1_VIDEO_PROCESSOR_INPUT</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT1_VIDEO_PROCESSOR_INPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport1.VideoEncoder">
            <summary>
            <dd> <p>Format can be used with the video encoder.</p> </dd>
            </summary>
            <doc-id>dn859389</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT1_VIDEO_ENCODER</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT1_VIDEO_ENCODER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport2.None">
            <summary>
            <dd> <p>No unordered resource options are supported.</p> </dd>
            </summary>
            <doc-id>dn859390</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT2_NONE</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT2_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport2.UnorderedAccessViewAtomicAdd">
            <summary>
            <dd> <p>Format supports atomic add.</p> </dd>
            </summary>
            <doc-id>dn859390</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_ADD</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_ADD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport2.UnorderedAccessViewAtomicBitwiseOperations">
            <summary>
            <dd> <p>Format supports atomic bitwise operations.</p> </dd>
            </summary>
            <doc-id>dn859390</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_BITWISE_OPS</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_BITWISE_OPS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport2.UnorderedAccessViewAtomicCompareStoreOrCompareExchange">
            <summary>
            <dd> <p>Format supports atomic compare with store or exchange.</p> </dd>
            </summary>
            <doc-id>dn859390</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_COMPARE_STORE_OR_COMPARE_EXCHANGE</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_COMPARE_STORE_OR_COMPARE_EXCHANGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport2.UnorderedAccessViewAtomicExchange">
            <summary>
            <dd> <p>Format supports atomic exchange.</p> </dd>
            </summary>
            <doc-id>dn859390</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_EXCHANGE</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_EXCHANGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport2.UnorderedAccessViewAtomicSignedMinimumOrMaximum">
            <summary>
            <dd> <p>Format supports atomic min and max.</p> </dd>
            </summary>
            <doc-id>dn859390</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_SIGNED_MIN_OR_MAX</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_SIGNED_MIN_OR_MAX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport2.UnorderedAccessViewAtomicUnsignedMinimumOrMaximum">
            <summary>
            <dd> <p>Format supports atomic unsigned min and max.</p> </dd>
            </summary>
            <doc-id>dn859390</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_UNSIGNED_MIN_OR_MAX</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT2_UAV_ATOMIC_UNSIGNED_MIN_OR_MAX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport2.UnorderedAccessViewTypedLoad">
            <summary>
            <dd> <p>Format supports a typed load.</p> </dd>
            </summary>
            <doc-id>dn859390</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT2_UAV_TYPED_LOAD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport2.UnorderedAccessViewTypedStore">
            <summary>
            <dd> <p>Format supports a typed store.</p> </dd>
            </summary>
            <doc-id>dn859390</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT2_UAV_TYPED_STORE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport2.OutputMergerLogicOperation">
            <summary>
            <dd> <p>Format supports logic operations in blend state.</p> </dd>
            </summary>
            <doc-id>dn859390</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT2_OUTPUT_MERGER_LOGIC_OP</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT2_OUTPUT_MERGER_LOGIC_OP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport2.Tiled">
            <summary>
            <dd> <p> Format supports tiled resources. Refer to Volume Tiled Resources. </p> </dd>
            </summary>
            <doc-id>dn859390</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT2_TILED</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT2_TILED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FormatSupport2.MultiplaneOverlay">
            <summary>
            <dd> <p> Format supports multi-plane overlays. </p> </dd>
            </summary>
            <doc-id>dn859390</doc-id>
            <unmanaged>D3D12_FORMAT_SUPPORT2_MULTIPLANE_OVERLAY</unmanaged>
            <unmanaged-short>D3D12_FORMAT_SUPPORT2_MULTIPLANE_OVERLAY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.GpuBasedValidationFlags.None">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_GPU_BASED_VALIDATION_FLAGS_NONE</unmanaged>
            <unmanaged-short>D3D12_GPU_BASED_VALIDATION_FLAGS_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.GpuBasedValidationFlags.DisableStateTracking">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_GPU_BASED_VALIDATION_FLAGS_DISABLE_STATE_TRACKING</unmanaged>
            <unmanaged-short>D3D12_GPU_BASED_VALIDATION_FLAGS_DISABLE_STATE_TRACKING</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.GpuBasedValidationPipelineStateCreateFlags.None">
            <summary>
            No documentation.
            </summary>
            <doc-id>mt762983</doc-id>
            <unmanaged>D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_NONE</unmanaged>
            <unmanaged-short>D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.GpuBasedValidationPipelineStateCreateFlags.FrontLoadCreateTrackingOnlyShaderS">
            <summary>
            No documentation.
            </summary>
            <doc-id>mt762983</doc-id>
            <unmanaged>D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_TRACKING_ONLY_SHADERS</unmanaged>
            <unmanaged-short>D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_TRACKING_ONLY_SHADERS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.GpuBasedValidationPipelineStateCreateFlags.FrontLoadCreateUnguardedValidationShaderS">
            <summary>
            No documentation.
            </summary>
            <doc-id>mt762983</doc-id>
            <unmanaged>D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_UNGUARDED_VALIDATION_SHADERS</unmanaged>
            <unmanaged-short>D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_UNGUARDED_VALIDATION_SHADERS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.GpuBasedValidationPipelineStateCreateFlags.FrontLoadCreateGuardedValidationShaderS">
            <summary>
            No documentation.
            </summary>
            <doc-id>mt762983</doc-id>
            <unmanaged>D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_GUARDED_VALIDATION_SHADERS</unmanaged>
            <unmanaged-short>D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_FRONT_LOAD_CREATE_GUARDED_VALIDATION_SHADERS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.GpuBasedValidationPipelineStateCreateFlags.SValidMask">
            <summary>
            No documentation.
            </summary>
            <doc-id>mt762983</doc-id>
            <unmanaged>D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS_VALID_MASK</unmanaged>
            <unmanaged-short>D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAGS_VALID_MASK</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.GpuBasedValidationShaderPatchMode">
            <summary>
            <p>[Some information relates to pre-released product which may be substantially modified before it's commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.]</p><p>Specifies the type of shader patching used by GPU-Based Validation at either the device or command list level.</p>
            </summary>
            <remarks>
            <p>This enum is used by the <strong><see cref = "T:SharpDX.Direct3D12.DebugDeviceGpuBasedValidationSettings"/></strong> structure.</p>
            </remarks>
            <doc-id>mt762984</doc-id>
            <unmanaged>D3D12_GPU_BASED_VALIDATION_SHADER_PATCH_MODE</unmanaged>
            <unmanaged-short>D3D12_GPU_BASED_VALIDATION_SHADER_PATCH_MODE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.GpuBasedValidationShaderPatchMode.None">
            <summary>
            <dd> <p>No shader patching is to be done.  This will retain the original shader bytecode.  Can lead to errors in some of the GPU-Based Validation state tracking as the unpatched shader may still change resource state (see Common state promotion) but the promotion will be untracked without patching the shader.  This can improve performance but no validation will be performed and may also lead to misleading GPU-Based Validation errors. Use this mode very carefully. </p> </dd>
            </summary>
            <doc-id>mt762984</doc-id>
            <unmanaged>D3D12_GPU_BASED_VALIDATION_SHADER_PATCH_MODE_NONE</unmanaged>
            <unmanaged-short>D3D12_GPU_BASED_VALIDATION_SHADER_PATCH_MODE_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.GpuBasedValidationShaderPatchMode.StateTrackingOnly">
            <summary>
            <dd> <p>Shaders can be patched with resource state tracking code but no validation.  This may improve performance but no validation will be performed.</p> </dd>
            </summary>
            <doc-id>mt762984</doc-id>
            <unmanaged>D3D12_GPU_BASED_VALIDATION_SHADER_PATCH_MODE_STATE_TRACKING_ONLY</unmanaged>
            <unmanaged-short>D3D12_GPU_BASED_VALIDATION_SHADER_PATCH_MODE_STATE_TRACKING_ONLY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.GpuBasedValidationShaderPatchMode.UnguardedValidation">
            <summary>
            <dd> <p>The default. Shaders are patched with validation code but erroneous instructions will still be executed.  </p> </dd>
            </summary>
            <doc-id>mt762984</doc-id>
            <unmanaged>D3D12_GPU_BASED_VALIDATION_SHADER_PATCH_MODE_UNGUARDED_VALIDATION</unmanaged>
            <unmanaged-short>D3D12_GPU_BASED_VALIDATION_SHADER_PATCH_MODE_UNGUARDED_VALIDATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.GpuBasedValidationShaderPatchMode.GuardedValidation">
            <summary>
            <dd> <p>Shaders are patched with validation code and erroneous instructions are skipped in execution.  This can help avoid crashes or device removal.</p> </dd>
            </summary>
            <doc-id>mt762984</doc-id>
            <unmanaged>D3D12_GPU_BASED_VALIDATION_SHADER_PATCH_MODE_GUARDED_VALIDATION</unmanaged>
            <unmanaged-short>D3D12_GPU_BASED_VALIDATION_SHADER_PATCH_MODE_GUARDED_VALIDATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.GpuBasedValidationShaderPatchMode.NumD3D12GpuBasedValidationShaderPatchModes">
            <summary>
            <dd> <p>Unused, simply the count of the number of modes.</p> </dd>
            </summary>
            <doc-id>mt762984</doc-id>
            <unmanaged>NUM_D3D12_GPU_BASED_VALIDATION_SHADER_PATCH_MODES</unmanaged>
            <unmanaged-short>NUM_D3D12_GPU_BASED_VALIDATION_SHADER_PATCH_MODES</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.HeapFlags.None">
            <summary>
            <dd> <p> No options are specified. </p> </dd>
            </summary>
            <doc-id>dn986730</doc-id>
            <unmanaged>D3D12_HEAP_FLAG_NONE</unmanaged>
            <unmanaged-short>D3D12_HEAP_FLAG_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.HeapFlags.Shared">
            <summary>
            <dd> <p> The heap is shared. Refer to Shared Heaps.</p> </dd>
            </summary>
            <doc-id>dn986730</doc-id>
            <unmanaged>D3D12_HEAP_FLAG_SHARED</unmanaged>
            <unmanaged-short>D3D12_HEAP_FLAG_SHARED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.HeapFlags.DenyBuffers">
            <summary>
            <dd> <p> The heap isn't allowed to contain buffers. </p> </dd>
            </summary>
            <doc-id>dn986730</doc-id>
            <unmanaged>D3D12_HEAP_FLAG_DENY_BUFFERS</unmanaged>
            <unmanaged-short>D3D12_HEAP_FLAG_DENY_BUFFERS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.HeapFlags.AllowDisplay">
            <summary>
            <dd> <p> The heap is allowed to contain swap-chain surfaces. </p> </dd>
            </summary>
            <doc-id>dn986730</doc-id>
            <unmanaged>D3D12_HEAP_FLAG_ALLOW_DISPLAY</unmanaged>
            <unmanaged-short>D3D12_HEAP_FLAG_ALLOW_DISPLAY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.HeapFlags.SharedCrossAdapter">
            <summary>
            <dd> <p> The heap is allowed to share resources across adapters. Refer to Shared Heaps. </p> </dd>
            </summary>
            <doc-id>dn986730</doc-id>
            <unmanaged>D3D12_HEAP_FLAG_SHARED_CROSS_ADAPTER</unmanaged>
            <unmanaged-short>D3D12_HEAP_FLAG_SHARED_CROSS_ADAPTER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.HeapFlags.DenyRtDomainShaderTextureS">
            <summary>
            <dd> <p> The heap is not allowed to store Render Target (RT) and/or Depth-Stencil (DS) textures. </p> </dd>
            </summary>
            <doc-id>dn986730</doc-id>
            <unmanaged>D3D12_HEAP_FLAG_DENY_RT_DS_TEXTURES</unmanaged>
            <unmanaged-short>D3D12_HEAP_FLAG_DENY_RT_DS_TEXTURES</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.HeapFlags.DenyNonRtDomainShaderTextureS">
            <summary>
            <dd> <p>The heap is not allowed to contain resources with D3D12_RESOURCE_DIMENSION_TEXTURE1D, D3D12_RESOURCE_DIMENSION_TEXTURE2D, or D3D12_RESOURCE_DIMENSION_TEXTURE3D  unless either D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET or D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL are present. Refer to <strong><see cref = "T:SharpDX.Direct3D12.ResourceDimension"/></strong> and <strong><see cref = "T:SharpDX.Direct3D12.ResourceFlags"/></strong>.</p> </dd>
            </summary>
            <doc-id>dn986730</doc-id>
            <unmanaged>D3D12_HEAP_FLAG_DENY_NON_RT_DS_TEXTURES</unmanaged>
            <unmanaged-short>D3D12_HEAP_FLAG_DENY_NON_RT_DS_TEXTURES</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.HeapFlags.HardwareProtected">
            <summary>
            <dd> <p>_</p> </dd>
            </summary>
            <doc-id>dn986730</doc-id>
            <unmanaged>D3D12_HEAP_FLAG_HARDWARE_PROTECTED</unmanaged>
            <unmanaged-short>D3D12_HEAP_FLAG_HARDWARE_PROTECTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.HeapFlags.AllowWriteWatch">
            <summary>
            <dd> <p> The heap is allowed to store all types of buffers and/or textures. This is an alias; for more details, see "Aliases" in the Remarks section. </p> </dd>
            </summary>
            <doc-id>dn986730</doc-id>
            <unmanaged>D3D12_HEAP_FLAG_ALLOW_WRITE_WATCH</unmanaged>
            <unmanaged-short>D3D12_HEAP_FLAG_ALLOW_WRITE_WATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.HeapFlags.AllowAllBuffersAndTextureS">
            <summary>
            <dd> <p> The heap is allowed to store all types of buffers and/or textures. This is an alias; for more details, see "Aliases" in the Remarks section. </p> </dd>
            </summary>
            <doc-id>dn986730</doc-id>
            <unmanaged>D3D12_HEAP_FLAG_ALLOW_ALL_BUFFERS_AND_TEXTURES</unmanaged>
            <unmanaged-short>D3D12_HEAP_FLAG_ALLOW_ALL_BUFFERS_AND_TEXTURES</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.HeapFlags.AllowOnlyBuffers">
            <summary>
            <dd> <p> The heap is only allowed to store buffers. This is an alias; for more details, see "Aliases" in the Remarks section. </p> </dd>
            </summary>
            <doc-id>dn986730</doc-id>
            <unmanaged>D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS</unmanaged>
            <unmanaged-short>D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.HeapFlags.AllowOnlyNonRtDomainShaderTextureS">
            <summary>
            <dd> <p> The heap is only allowed to store non-RT, non-DS textures. This is an alias; for more details, see "Aliases" in the Remarks section. </p> </dd>
            </summary>
            <doc-id>dn986730</doc-id>
            <unmanaged>D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES</unmanaged>
            <unmanaged-short>D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.HeapFlags.AllowOnlyRtDomainShaderTextureS">
            <summary>
            <dd> <p> The heap is only allowed to store RT and/or DS textures. This is an alias; for more details, see "Aliases" in the Remarks section. </p> </dd>
            </summary>
            <doc-id>dn986730</doc-id>
            <unmanaged>D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES</unmanaged>
            <unmanaged-short>D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.HeapType">
            <summary>
            <p> Specifies the type of heap. When resident, heaps reside in a particular physical memory pool with certain CPU cache properties. </p>
            </summary>
            <remarks>
            <p> This enum is used by the following API items: </p><ul> <li> <strong><see cref = "T:SharpDX.Direct3D12.HeapDescription"/></strong> </li> <li> <strong><see cref = "T:SharpDX.Direct3D12.HeapProperties"/></strong> </li> <li> <strong>GetCustomHeapProperties</strong> </li> </ul><p> The heap types fall into two categories: abstracted heap types, and custom heap types. </p><p> The following are abstracted heap types: </p><ul> <li>D3D12_HEAP_TYPE_DEFAULT</li> <li>D3D12_HEAP_TYPE_UPLOAD</li> <li>D3D12_HEAP_TYPE_READBACK</li> </ul><p> The following is a custom heap type: </p><ul> <li>D3D12_HEAP_TYPE_CUSTOM</li> </ul><p> The abstracted heap types (_DEFAULT, _UPLOAD, and _READBACK) are useful to simplify writing adapter-neutral applications, because such applications don't need to be aware of the adapter memory architecture. To use an abstracted heap type to simplify writing adapter-neutral applications, the application essentially treats the adapter as if it were a discrete or NUMA adapter. But, using the heap types enables efficient translation for UMA adapters. Adapter architecture neutral applications should assume there are two memory pools available, where the pool with the most GPU bandwidth cannot provide CPU access. The pool with the least GPU bandwidth can have CPU access; but must be either optimized for upload to GPU or readback from GPU. </p>
            </remarks>
            <doc-id>dn770374</doc-id>
            <unmanaged>D3D12_HEAP_TYPE</unmanaged>
            <unmanaged-short>D3D12_HEAP_TYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.HeapType.Default">
            <summary>
            <dd> <p> Specifies the default heap. This heap type experiences the most bandwidth for the GPU, but cannot provide CPU access. The GPU can read and write to the memory from this pool, and resource transition barriers may be changed. The majority of heaps and resources are expected to be located here, and are typically populated through resources in upload heaps. </p> </dd>
            </summary>
            <doc-id>dn770374</doc-id>
            <unmanaged>D3D12_HEAP_TYPE_DEFAULT</unmanaged>
            <unmanaged-short>D3D12_HEAP_TYPE_DEFAULT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.HeapType.Upload">
            <summary>
            <dd> <p> Specifies a heap used for uploading. This heap type has CPU access optimized for uploading to the GPU, but does not experience the maximum amount of bandwidth for the GPU. This heap type is best for CPU-write-once, GPU-read-once data; but GPU-read-once is stricter than necessary. GPU-read-once-or-from-cache is an acceptable use-case for the data; but such usages are hard to judge due to differing GPU cache designs and sizes. If in doubt, stick to the GPU-read-once definition or profile the difference on many GPUs between copying the data to a _DEFAULT heap vs. reading the data from an _UPLOAD heap. </p> <p> Resources in this heap must be created with <strong>D3D12_RESOURCE_STATE</strong>_GENERIC_READ and cannot be changed away from this. The CPU address for such heaps is commonly not efficient for CPU reads. </p> <p> The following are typical usages for _UPLOAD heaps: </p> <ul> <li> Initializing resources in a _DEFAULT heap with data from the CPU. </li> <li> Uploading dynamic data in a constant buffer that is read, repeatedly, by each vertex or pixel. </li> </ul> <p> The following are likely not good usages for _UPLOAD heaps: </p> <ul> <li> Re-initializing the contents of a resource every frame. </li> <li> Uploading constant data which is only used every other Draw call, where each Draw uses a non-trivial amount of other data. </li> </ul> </dd>
            </summary>
            <doc-id>dn770374</doc-id>
            <unmanaged>D3D12_HEAP_TYPE_UPLOAD</unmanaged>
            <unmanaged-short>D3D12_HEAP_TYPE_UPLOAD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.HeapType.Readback">
            <summary>
            <dd> <p> Specifies a heap used for reading back. This heap type has CPU access optimized for reading data back from the GPU, but does not experience the maximum amount of bandwidth for the GPU. This heap type is best for GPU-write-once, CPU-readable data. The CPU cache behavior is write-back, which is conducive for multiple sub-cache-line CPU reads. </p> <p> Resources in this heap must be created with <strong>D3D12_RESOURCE_STATE</strong>_COPY_DEST, and cannot be changed away from this. </p> </dd>
            </summary>
            <doc-id>dn770374</doc-id>
            <unmanaged>D3D12_HEAP_TYPE_READBACK</unmanaged>
            <unmanaged-short>D3D12_HEAP_TYPE_READBACK</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.HeapType.Custom">
            <summary>
            <dd> <p> Specifies a custom heap. The application may specify the memory pool and CPU cache properties directly, which can be useful for UMA optimizations, multi-engine, multi-adapter, or other special cases. To do so, the application is expected to understand the adapter architecture to make the right choice. For more details, see  <strong><see cref = "T:SharpDX.Direct3D12.Feature"/></strong>_ARCHITECTURE,  <strong><see cref = "T:SharpDX.Direct3D12.FeatureDataArchitecture"/></strong>, and  <strong>GetCustomHeapProperties</strong>. </p> </dd>
            </summary>
            <doc-id>dn770374</doc-id>
            <unmanaged>D3D12_HEAP_TYPE_CUSTOM</unmanaged>
            <unmanaged-short>D3D12_HEAP_TYPE_CUSTOM</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.IndexBufferStripCutValue">
            <summary>
            <p> When using triangle strip primitive topology, vertex positions are interpreted as vertices of a continuous triangle ?strip?.  There is a special index value that represents the desire to have a discontinuity in the strip, the cut index value. This enum lists the supported cut values.
            </p>
            </summary>
            <remarks>
            <p> This enum is used by the <strong><see cref = "T:SharpDX.Direct3D12.GraphicsPipelineStateDescription"/></strong> structure. </p>
            </remarks>
            <doc-id>dn986732</doc-id>
            <unmanaged>D3D12_INDEX_BUFFER_STRIP_CUT_VALUE</unmanaged>
            <unmanaged-short>D3D12_INDEX_BUFFER_STRIP_CUT_VALUE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.IndexBufferStripCutValue.Disabled">
            <summary>
            <dd> <p> Indicates that there is no cut value. </p> </dd>
            </summary>
            <doc-id>dn986732</doc-id>
            <unmanaged>D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED</unmanaged>
            <unmanaged-short>D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_DISABLED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.IndexBufferStripCutValue.Value0xFFFF">
            <summary>
            <dd> <p> Indicates that 0xFFFF should be used as the cut value. </p> </dd>
            </summary>
            <doc-id>dn986732</doc-id>
            <unmanaged>D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF</unmanaged>
            <unmanaged-short>D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFF</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.IndexBufferStripCutValue.Value0xFFFFFFFF">
            <summary>
            <dd> <p> Indicates that 0xFFFFFFFF should be used as the cut value. </p> </dd>
            </summary>
            <doc-id>dn986732</doc-id>
            <unmanaged>D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFFFFFF</unmanaged>
            <unmanaged-short>D3D12_INDEX_BUFFER_STRIP_CUT_VALUE_0xFFFFFFFF</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.IndirectArgumentType">
            <summary>
            <p> Specifies the type of the indirect parameter. </p>
            </summary>
            <remarks>
            <p> This enum is used by the <strong><see cref = "T:SharpDX.Direct3D12.IndirectArgumentDescription"/></strong> structure. </p>
            </remarks>
            <doc-id>dn986734</doc-id>
            <unmanaged>D3D12_INDIRECT_ARGUMENT_TYPE</unmanaged>
            <unmanaged-short>D3D12_INDIRECT_ARGUMENT_TYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.IndirectArgumentType.Draw">
            <summary>
            <dd> <p>Indicates the type is a Draw call.</p> </dd>
            </summary>
            <doc-id>dn986734</doc-id>
            <unmanaged>D3D12_INDIRECT_ARGUMENT_TYPE_DRAW</unmanaged>
            <unmanaged-short>D3D12_INDIRECT_ARGUMENT_TYPE_DRAW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.IndirectArgumentType.DrawIndexed">
            <summary>
            <dd> <p>Indicates the type is a DrawIndexed call.</p> </dd>
            </summary>
            <doc-id>dn986734</doc-id>
            <unmanaged>D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED</unmanaged>
            <unmanaged-short>D3D12_INDIRECT_ARGUMENT_TYPE_DRAW_INDEXED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.IndirectArgumentType.Dispatch">
            <summary>
            <dd> <p>Indicates the type is a Dispatch call.</p> </dd>
            </summary>
            <doc-id>dn986734</doc-id>
            <unmanaged>D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH</unmanaged>
            <unmanaged-short>D3D12_INDIRECT_ARGUMENT_TYPE_DISPATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.IndirectArgumentType.VertexBufferView">
            <summary>
            <dd> <p>Indicates the type is a vertex buffer view.</p> </dd>
            </summary>
            <doc-id>dn986734</doc-id>
            <unmanaged>D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW</unmanaged>
            <unmanaged-short>D3D12_INDIRECT_ARGUMENT_TYPE_VERTEX_BUFFER_VIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.IndirectArgumentType.IndexBufferView">
            <summary>
            <dd> <p>Indicates the type is an index buffer view.</p> </dd>
            </summary>
            <doc-id>dn986734</doc-id>
            <unmanaged>D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW</unmanaged>
            <unmanaged-short>D3D12_INDIRECT_ARGUMENT_TYPE_INDEX_BUFFER_VIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.IndirectArgumentType.Constant">
            <summary>
            <dd> <p>Indicates the type is a constant.</p> </dd>
            </summary>
            <doc-id>dn986734</doc-id>
            <unmanaged>D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT</unmanaged>
            <unmanaged-short>D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.IndirectArgumentType.ConstantBufferView">
            <summary>
            <dd> <p>Indicates the type is a constant buffer view (CBV).</p> </dd>
            </summary>
            <doc-id>dn986734</doc-id>
            <unmanaged>D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW</unmanaged>
            <unmanaged-short>D3D12_INDIRECT_ARGUMENT_TYPE_CONSTANT_BUFFER_VIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.IndirectArgumentType.ShaderResourceView">
            <summary>
            <dd> <p>Indicates the type is a shader resource view (SRV).</p> </dd>
            </summary>
            <doc-id>dn986734</doc-id>
            <unmanaged>D3D12_INDIRECT_ARGUMENT_TYPE_SHADER_RESOURCE_VIEW</unmanaged>
            <unmanaged-short>D3D12_INDIRECT_ARGUMENT_TYPE_SHADER_RESOURCE_VIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.IndirectArgumentType.UnorderedAccessView">
            <summary>
            <dd> <p>Indicates the type is an unordered access view (UAV).</p> </dd>
            </summary>
            <doc-id>dn986734</doc-id>
            <unmanaged>D3D12_INDIRECT_ARGUMENT_TYPE_UNORDERED_ACCESS_VIEW</unmanaged>
            <unmanaged-short>D3D12_INDIRECT_ARGUMENT_TYPE_UNORDERED_ACCESS_VIEW</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.InputClassification">
            <summary>
            <p>Identifies the type of data contained in an input slot.</p>
            </summary>
            <remarks>
            <p> Specify one of these values in the member of a <strong><see cref = "T:SharpDX.Direct3D12.InputElement"/></strong> structure to specify the type of data for the input element of a pipeline state object. </p>
            </remarks>
            <doc-id>dn770376</doc-id>
            <unmanaged>D3D12_INPUT_CLASSIFICATION</unmanaged>
            <unmanaged-short>D3D12_INPUT_CLASSIFICATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.InputClassification.PerVertexData">
            <summary>
            <dd> <p>Input data is per-vertex data.</p> </dd>
            </summary>
            <doc-id>dn770376</doc-id>
            <unmanaged>D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA</unmanaged>
            <unmanaged-short>D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.InputClassification.PerInstanceData">
            <summary>
            <dd> <p>Input data is per-instance data.</p> </dd>
            </summary>
            <doc-id>dn770376</doc-id>
            <unmanaged>D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA</unmanaged>
            <unmanaged-short>D3D12_INPUT_CLASSIFICATION_PER_INSTANCE_DATA</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.LogicOperation">
            <summary>
            <p>Specifies logical operations to configure for a render target.</p>
            </summary>
            <remarks>
            <p>This enum is used by the <strong><see cref = "T:SharpDX.Direct3D12.RenderTargetBlendDescription"/></strong> structure.</p>
            </remarks>
            <doc-id>dn770379</doc-id>
            <unmanaged>D3D12_LOGIC_OP</unmanaged>
            <unmanaged-short>D3D12_LOGIC_OP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.LogicOperation.Clear">
            <summary>
            <dd> <p>Clears the render target.</p> </dd>
            </summary>
            <doc-id>dn770379</doc-id>
            <unmanaged>D3D12_LOGIC_OP_CLEAR</unmanaged>
            <unmanaged-short>D3D12_LOGIC_OP_CLEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.LogicOperation.Set">
            <summary>
            <dd> <p>Sets the render target.</p> </dd>
            </summary>
            <doc-id>dn770379</doc-id>
            <unmanaged>D3D12_LOGIC_OP_SET</unmanaged>
            <unmanaged-short>D3D12_LOGIC_OP_SET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.LogicOperation.Copy">
            <summary>
            <dd> <p>Copys the render target.</p> </dd>
            </summary>
            <doc-id>dn770379</doc-id>
            <unmanaged>D3D12_LOGIC_OP_COPY</unmanaged>
            <unmanaged-short>D3D12_LOGIC_OP_COPY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.LogicOperation.CopyInverted">
            <summary>
            <dd> <p>Performs an inverted-copy of the render target.</p> </dd>
            </summary>
            <doc-id>dn770379</doc-id>
            <unmanaged>D3D12_LOGIC_OP_COPY_INVERTED</unmanaged>
            <unmanaged-short>D3D12_LOGIC_OP_COPY_INVERTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.LogicOperation.Noop">
            <summary>
            <dd> <p>No operation is performed on the render target.</p> </dd>
            </summary>
            <doc-id>dn770379</doc-id>
            <unmanaged>D3D12_LOGIC_OP_NOOP</unmanaged>
            <unmanaged-short>D3D12_LOGIC_OP_NOOP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.LogicOperation.Invert">
            <summary>
            <dd> <p>Inverts the render target.</p> </dd>
            </summary>
            <doc-id>dn770379</doc-id>
            <unmanaged>D3D12_LOGIC_OP_INVERT</unmanaged>
            <unmanaged-short>D3D12_LOGIC_OP_INVERT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.LogicOperation.And">
            <summary>
            <dd> <p>Performs a logical AND operation on the render target.</p> </dd>
            </summary>
            <doc-id>dn770379</doc-id>
            <unmanaged>D3D12_LOGIC_OP_AND</unmanaged>
            <unmanaged-short>D3D12_LOGIC_OP_AND</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.LogicOperation.Nand">
            <summary>
            <dd> <p>Performs a logical NAND operation on the render target.</p> </dd>
            </summary>
            <doc-id>dn770379</doc-id>
            <unmanaged>D3D12_LOGIC_OP_NAND</unmanaged>
            <unmanaged-short>D3D12_LOGIC_OP_NAND</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.LogicOperation.Or">
            <summary>
            <dd> <p>Performs a logical OR operation on the render target.</p> </dd>
            </summary>
            <doc-id>dn770379</doc-id>
            <unmanaged>D3D12_LOGIC_OP_OR</unmanaged>
            <unmanaged-short>D3D12_LOGIC_OP_OR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.LogicOperation.Nor">
            <summary>
            <dd> <p>Performs a logical NOR operation on the render target.</p> </dd>
            </summary>
            <doc-id>dn770379</doc-id>
            <unmanaged>D3D12_LOGIC_OP_NOR</unmanaged>
            <unmanaged-short>D3D12_LOGIC_OP_NOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.LogicOperation.Xor">
            <summary>
            <dd> <p>Performs a logical XOR operation on the render target.</p> </dd>
            </summary>
            <doc-id>dn770379</doc-id>
            <unmanaged>D3D12_LOGIC_OP_XOR</unmanaged>
            <unmanaged-short>D3D12_LOGIC_OP_XOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.LogicOperation.Equiv">
            <summary>
            <dd> <p>Performs a logical equal operation on the render target.</p> </dd>
            </summary>
            <doc-id>dn770379</doc-id>
            <unmanaged>D3D12_LOGIC_OP_EQUIV</unmanaged>
            <unmanaged-short>D3D12_LOGIC_OP_EQUIV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.LogicOperation.AndReverse">
            <summary>
            <dd> <p>Performs a logical AND and reverse operation on the render target.</p> </dd>
            </summary>
            <doc-id>dn770379</doc-id>
            <unmanaged>D3D12_LOGIC_OP_AND_REVERSE</unmanaged>
            <unmanaged-short>D3D12_LOGIC_OP_AND_REVERSE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.LogicOperation.AndInverted">
            <summary>
            <dd> <p>Performs a logical AND and invert operation on the render target.</p> </dd>
            </summary>
            <doc-id>dn770379</doc-id>
            <unmanaged>D3D12_LOGIC_OP_AND_INVERTED</unmanaged>
            <unmanaged-short>D3D12_LOGIC_OP_AND_INVERTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.LogicOperation.OrReverse">
            <summary>
            <dd> <p>Performs a logical OR and reverse operation on the render target.</p> </dd>
            </summary>
            <doc-id>dn770379</doc-id>
            <unmanaged>D3D12_LOGIC_OP_OR_REVERSE</unmanaged>
            <unmanaged-short>D3D12_LOGIC_OP_OR_REVERSE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.LogicOperation.OrInverted">
            <summary>
            <dd> <p>Performs a logical OR and invert operation on the render target.</p> </dd>
            </summary>
            <doc-id>dn770379</doc-id>
            <unmanaged>D3D12_LOGIC_OP_OR_INVERTED</unmanaged>
            <unmanaged-short>D3D12_LOGIC_OP_OR_INVERTED</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.MemoryPool">
            <summary>
            <p>Specifies the memory pool for the heap.</p>
            </summary>
            <remarks>
            <p> This enum is used by the <strong><see cref = "T:SharpDX.Direct3D12.HeapProperties"/></strong> structure. </p><p>When the adapter is UMA, D3D12_MEMORY_POOL_L0 and DXGI_MEMORY_SEGMENT_GROUP_LOCAL refer to the same memory. When</p><p> the adapter is not UMA:
            D3D12_MEMORY_POOL_L0 and DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL refer to the same memory.
            D3D12_MEMORY_POOL_L1 and DXGI_MEMORY_SEGMENT_GROUP_LOCAL refer to the same memory.</p>
            </remarks>
            <doc-id>dn770381</doc-id>
            <unmanaged>D3D12_MEMORY_POOL</unmanaged>
            <unmanaged-short>D3D12_MEMORY_POOL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MemoryPool.Unknown">
            <summary>
            <dd> <p> The memory pool is unknown. </p> </dd>
            </summary>
            <doc-id>dn770381</doc-id>
            <unmanaged>D3D12_MEMORY_POOL_UNKNOWN</unmanaged>
            <unmanaged-short>D3D12_MEMORY_POOL_UNKNOWN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MemoryPool.L0">
            <summary>
            <dd> <p> The memory pool is L0. L0 is the physical system memory pool. When the adapter is discrete/NUMA, this pool has greater bandwidth for the CPU and less bandwidth for the GPU. When the adapter is UMA, this pool is the only one which is valid. </p> </dd>
            </summary>
            <doc-id>dn770381</doc-id>
            <unmanaged>D3D12_MEMORY_POOL_L0</unmanaged>
            <unmanaged-short>D3D12_MEMORY_POOL_L0</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MemoryPool.L1">
            <summary>
            <dd> <p> The memory pool is L1. L1 is typically known as the physical video memory pool. L1 is only available when the adapter is discrete/NUMA, and has greater bandwidth for the GPU and cannot even be accessed by the CPU. When the adapter is UMA, this pool is not available. </p> </dd>
            </summary>
            <doc-id>dn770381</doc-id>
            <unmanaged>D3D12_MEMORY_POOL_L1</unmanaged>
            <unmanaged-short>D3D12_MEMORY_POOL_L1</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.MessageCategory">
            <summary>
            <p> Specifies categories of debug messages. This will identify the category of a message when retrieving a message with <strong>ID3D12InfoQueue::GetMessage</strong> and when adding a message with <strong>ID3D12InfoQueue::AddMessage</strong>. When creating an info queue filter, these values can be used to allow or deny any categories of messages to pass through the storage and retrieval filters. </p>
            </summary>
            <remarks>
            <p>This is part of the Information Queue feature, refer to the <strong><see cref = "T:SharpDX.Direct3D12.InfoQueue"/></strong> Interface.</p>
            </remarks>
            <doc-id>dn950145</doc-id>
            <unmanaged>D3D12_MESSAGE_CATEGORY</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_CATEGORY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageCategory.ApplicationDefined">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950145</doc-id>
            <unmanaged>D3D12_MESSAGE_CATEGORY_APPLICATION_DEFINED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_CATEGORY_APPLICATION_DEFINED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageCategory.Miscellaneous">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950145</doc-id>
            <unmanaged>D3D12_MESSAGE_CATEGORY_MISCELLANEOUS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_CATEGORY_MISCELLANEOUS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageCategory.Initialization">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950145</doc-id>
            <unmanaged>D3D12_MESSAGE_CATEGORY_INITIALIZATION</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_CATEGORY_INITIALIZATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageCategory.Cleanup">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950145</doc-id>
            <unmanaged>D3D12_MESSAGE_CATEGORY_CLEANUP</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_CATEGORY_CLEANUP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageCategory.Compilation">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950145</doc-id>
            <unmanaged>D3D12_MESSAGE_CATEGORY_COMPILATION</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_CATEGORY_COMPILATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageCategory.StateCreation">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950145</doc-id>
            <unmanaged>D3D12_MESSAGE_CATEGORY_STATE_CREATION</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_CATEGORY_STATE_CREATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageCategory.StateSetting">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950145</doc-id>
            <unmanaged>D3D12_MESSAGE_CATEGORY_STATE_SETTING</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_CATEGORY_STATE_SETTING</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageCategory.StateGetting">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950145</doc-id>
            <unmanaged>D3D12_MESSAGE_CATEGORY_STATE_GETTING</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_CATEGORY_STATE_GETTING</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageCategory.ResourceManipulation">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950145</doc-id>
            <unmanaged>D3D12_MESSAGE_CATEGORY_RESOURCE_MANIPULATION</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_CATEGORY_RESOURCE_MANIPULATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageCategory.Execution">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950145</doc-id>
            <unmanaged>D3D12_MESSAGE_CATEGORY_EXECUTION</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_CATEGORY_EXECUTION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageCategory.Shader">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950145</doc-id>
            <unmanaged>D3D12_MESSAGE_CATEGORY_SHADER</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_CATEGORY_SHADER</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.MessageId">
            <summary>
            <p> Specifies debug message IDs for setting up an info-queue filter  (see <strong><see cref = "T:SharpDX.Direct3D12.InfoQueueFilter"/></strong>);  use these messages to allow or deny message categories to pass through the storage and retrieval filters.  These IDs are used by methods such as  <strong>ID3D12InfoQueue::GetMessage</strong> or  <strong>ID3D12InfoQueue::AddMessage</strong>. </p>
            </summary>
            <remarks>
            <p> This enum is used by <strong>AddMessage</strong>. </p>
            </remarks>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.Unknown">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_UNKNOWN</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_UNKNOWN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.StringFromApplication">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_STRING_FROM_APPLICATION</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_STRING_FROM_APPLICATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CorruptedThis">
            <summary>
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            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
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            No documentation.
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            <doc-id>dn950146</doc-id>
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            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
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            No documentation.
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            <doc-id>dn950146</doc-id>
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            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
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            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
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            No documentation.
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            <doc-id>dn950146</doc-id>
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            <doc-id>dn950146</doc-id>
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            No documentation.
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            <doc-id>dn950146</doc-id>
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            <summary>
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_IASETPRIMITIVETOPOLOGY_TOPOLOGY_UNRECOGNIZED</unmanaged>
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            <summary>
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            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_RSSETVIEWPORTS_INVALIDVIEWPORT</unmanaged>
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            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_RSSETSCISSORRECTS_INVALIDSCISSOR</unmanaged>
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            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CLEARRENDERTARGETVIEW_DENORMFLUSH</unmanaged>
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            <summary>
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            <summary>
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_COPYRESOURCE_INVALIDSOURCE</unmanaged>
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            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_COPYRESOURCE_INVALIDDESTINATIONSTATE</unmanaged>
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_COPYRESOURCE_INVALIDSOURCESTATE</unmanaged>
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            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_UPDATESUBRESOURCE_INVALIDDESTINATIONSUBRESOURCE</unmanaged>
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            <summary>
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            <doc-id>dn950146</doc-id>
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            <doc-id>dn950146</doc-id>
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            <doc-id>dn950146</doc-id>
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            <summary>
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            <summary>
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            <doc-id>dn950146</doc-id>
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            <summary>
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            <doc-id>dn950146</doc-id>
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            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
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            <summary>
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            <doc-id>dn950146</doc-id>
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            <summary>
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            <doc-id>dn950146</doc-id>
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            <doc-id>dn950146</doc-id>
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            <doc-id>dn950146</doc-id>
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            <doc-id>dn950146</doc-id>
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            <doc-id>dn950146</doc-id>
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            <summary>
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            <doc-id>dn950146</doc-id>
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            <summary>
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            <summary>
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            <unmanaged>D3D12_MESSAGE_ID_REF_HARDWARE_EXCEPTION</unmanaged>
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            <summary>
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            <doc-id>dn950146</doc-id>
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_DRAWINDEXED_INDEXPOS_OVERFLOW</unmanaged>
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            <doc-id>dn950146</doc-id>
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            <unmanaged>D3D12_MESSAGE_ID_DEVICE_DRAWINDEXEDINSTANCED_INSTANCEPOS_OVERFLOW</unmanaged>
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            <doc-id>dn950146</doc-id>
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_SHADER_LINKAGE_REGISTERINDEX</unmanaged>
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_SHADER_LINKAGE_COMPONENTTYPE</unmanaged>
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_SHADER_LINKAGE_REGISTERMASK</unmanaged>
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_SHADER_LINKAGE_SYSTEMVALUE</unmanaged>
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            <summary>
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            <doc-id>dn950146</doc-id>
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            <summary>
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            <doc-id>dn950146</doc-id>
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            <summary>
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            <doc-id>dn950146</doc-id>
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            <summary>
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            <doc-id>dn950146</doc-id>
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            <unmanaged-short>D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_VERTEX_BUFFER_NOT_SET</unmanaged-short>
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            <summary>
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            <doc-id>dn950146</doc-id>
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            <unmanaged-short>D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_INPUTLAYOUT_NOT_SET</unmanaged-short>
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            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
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            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
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            <summary>
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            <doc-id>dn950146</doc-id>
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            <summary>
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            <doc-id>dn950146</doc-id>
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            <unmanaged-short>D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_SHADERRESOURCEVIEW_NOT_SET</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CommandListDrawViewDimensionMismatch">
            <summary>
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            <doc-id>dn950146</doc-id>
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            <summary>
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            <doc-id>dn950146</doc-id>
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            <summary>
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            <doc-id>dn950146</doc-id>
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            <summary>
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            <doc-id>dn950146</doc-id>
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            <summary>
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            <doc-id>dn950146</doc-id>
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            <summary>
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            <doc-id>dn950146</doc-id>
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            <summary>
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            <doc-id>dn950146</doc-id>
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            <summary>
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            <doc-id>dn950146</doc-id>
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            <doc-id>dn950146</doc-id>
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            <doc-id>dn950146</doc-id>
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            <doc-id>dn950146</doc-id>
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            <doc-id>dn950146</doc-id>
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            <doc-id>dn950146</doc-id>
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            <doc-id>dn950146</doc-id>
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            <summary>
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            <doc-id>dn950146</doc-id>
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            <unmanaged-short>D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_SO_STRIDE_LARGER_THAN_BUFFER</unmanaged-short>
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            <summary>
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            <doc-id>dn950146</doc-id>
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            <summary>
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_OM_DUAL_SOURCE_BLENDING_CAN_ONLY_HAVE_RENDER_TARGET_0</unmanaged>
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        <member name="F:SharpDX.Direct3D12.MessageId.DeviceRemovalProcessAtFault">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_AT_FAULT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_AT_FAULT</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.DeviceRemovalProcessPossiblyAtFault">
            <summary>
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_POSSIBLY_AT_FAULT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_POSSIBLY_AT_FAULT</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.DeviceRemovalProcessNotAtFault">
            <summary>
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            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_NOT_AT_FAULT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_REMOVAL_PROCESS_NOT_AT_FAULT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceOpenSharedResourceInvalidArgumentReturn">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_INVALIDARG_RETURN</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_INVALIDARG_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceOpenSharedResourceOufOfMemoryReturn">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_OUTOFMEMORY_RETURN</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_OUTOFMEMORY_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceOpenSharedResourceBadinterfaceReturn">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_BADINTERFACE_RETURN</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_OPEN_SHARED_RESOURCE_BADINTERFACE_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceDrawViewportNotSet">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_DRAW_VIEWPORT_NOT_SET</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_DRAW_VIEWPORT_NOT_SET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateInputLayoutTrailingDigitInSemantic">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_TRAILING_DIGIT_IN_SEMANTIC</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_TRAILING_DIGIT_IN_SEMANTIC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateGeometryShaderWithStreamOutputTrailingDigitInSemantic">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_TRAILING_DIGIT_IN_SEMANTIC</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_TRAILING_DIGIT_IN_SEMANTIC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceRasterizerSetViewportsDenormflush">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_RSSETVIEWPORTS_DENORMFLUSH</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_RSSETVIEWPORTS_DENORMFLUSH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.OutputMergerSetRenderTargetsInvalidView">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_OMSETRENDERTARGETS_INVALIDVIEW</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_OMSETRENDERTARGETS_INVALIDVIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceSetTextFiltersizeInvalidDimensions">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_SETTEXTFILTERSIZE_INVALIDDIMENSIONS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_SETTEXTFILTERSIZE_INVALIDDIMENSIONS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceDrawSamplerMismatch">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_DRAW_SAMPLER_MISMATCH</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_DRAW_SAMPLER_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateInputLayoutTypeMismatch">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_TYPE_MISMATCH</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_TYPE_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.BlendStateGetDescriptionLegacy">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_BLENDSTATE_GETDESC_LEGACY</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_BLENDSTATE_GETDESC_LEGACY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.ShaderResourceViewGetDescriptionLegacy">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_SHADERRESOURCEVIEW_GETDESC_LEGACY</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_SHADERRESOURCEVIEW_GETDESC_LEGACY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceDrawPixelShaderOutputTypeMismatch">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_DRAW_PS_OUTPUT_TYPE_MISMATCH</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_DRAW_PS_OUTPUT_TYPE_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceDrawResourceFormatGatherUnsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_GATHER_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_DRAW_RESOURCE_FORMAT_GATHER_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceDrawInvalidUseOfCenterMultisamplePattern">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_DRAW_INVALID_USE_OF_CENTER_MULTISAMPLE_PATTERN</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_DRAW_INVALID_USE_OF_CENTER_MULTISAMPLE_PATTERN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceInputAssemblySetVertexBuffersStrideTooLarge">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_STRIDE_TOO_LARGE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_STRIDE_TOO_LARGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceInputAssemblySetVertexBuffersInvalidRange">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_INVALIDRANGE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_INVALIDRANGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateInputLayoutEmptyLayout">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_EMPTY_LAYOUT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_EMPTY_LAYOUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceDrawResourceSampleCountMismatch">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_DRAW_RESOURCE_SAMPLE_COUNT_MISMATCH</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_DRAW_RESOURCE_SAMPLE_COUNT_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveObjectSummary">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_OBJECT_SUMMARY</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_OBJECT_SUMMARY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveBuffer">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_BUFFER</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_BUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveTexture1D">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_TEXTURE1D</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_TEXTURE1D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveTexture2D">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_TEXTURE2D</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_TEXTURE2D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveTexture3D">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_TEXTURE3D</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_TEXTURE3D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveShaderResourceView">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_SHADERRESOURCEVIEW</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_SHADERRESOURCEVIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveRenderTargetView">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_RENDERTARGETVIEW</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_RENDERTARGETVIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveDepthStencilView">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_DEPTHSTENCILVIEW</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_DEPTHSTENCILVIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveVertexShader">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_VERTEXSHADER</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_VERTEXSHADER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveGeometryShader">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_GEOMETRYSHADER</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_GEOMETRYSHADER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LivePixelShader">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_PIXELSHADER</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_PIXELSHADER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveInputLayout">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_INPUTLAYOUT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_INPUTLAYOUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveSampler">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_SAMPLER</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_SAMPLER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveBlendState">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_BLENDSTATE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_BLENDSTATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveDepthStencilState">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_DEPTHSTENCILSTATE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_DEPTHSTENCILSTATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveRasterizerstate">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_RASTERIZERSTATE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_RASTERIZERSTATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveQuery">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_QUERY</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_QUERY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LivePredicate">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_PREDICATE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_PREDICATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveCounter">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_COUNTER</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_COUNTER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveDevice">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_DEVICE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_DEVICE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveSwapchain">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_SWAPCHAIN</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_SWAPCHAIN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateDepthStencilViewInvalidFlags">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDFLAGS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEDEPTHSTENCILVIEW_INVALIDFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateVertexShaderInvalidClassLinkage">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEVERTEXSHADER_INVALIDCLASSLINKAGE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEVERTEXSHADER_INVALIDCLASSLINKAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateGeometryShaderInvalidClassLinkage">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEGEOMETRYSHADER_INVALIDCLASSLINKAGE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEGEOMETRYSHADER_INVALIDCLASSLINKAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateGeometryShaderWithStreamOutputInvalidNumstreams">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDNUMSTREAMS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDNUMSTREAMS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateGeometryShaderWithStreamOutputInvalidStreamTorasterizer">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSTREAMTORASTERIZER</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSTREAMTORASTERIZER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateGeometryShaderWithStreamOutputUnexpectedStreams">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDSTREAMS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDSTREAMS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateGeometryShaderWithStreamOutputInvalidClassLinkage">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDCLASSLINKAGE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDCLASSLINKAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreatePixelShaderInvalidClassLinkage">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEPIXELSHADER_INVALIDCLASSLINKAGE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEPIXELSHADER_INVALIDCLASSLINKAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateGeometryShaderWithStreamOutputInvalidStream">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateGeometryShaderWithStreamOutputUnexpectedEntries">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDENTRIES</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDENTRIES</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateGeometryShaderWithStreamOutputUnexpectedStrides">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDSTRIDES</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_UNEXPECTEDSTRIDES</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateGeometryShaderWithStreamOutputInvalidNumstrides">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDNUMSTRIDES</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_INVALIDNUMSTRIDES</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateHullShaderInvalidCall">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEHULLSHADER_INVALIDCALL</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEHULLSHADER_INVALIDCALL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateHullShaderOufOfMemory">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEHULLSHADER_OUTOFMEMORY</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEHULLSHADER_OUTOFMEMORY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateHullShaderInvalidShaderBytecode">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEHULLSHADER_INVALIDSHADERBYTECODE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEHULLSHADER_INVALIDSHADERBYTECODE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateHullShaderInvalidShaderType">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEHULLSHADER_INVALIDSHADERTYPE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEHULLSHADER_INVALIDSHADERTYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateHullShaderInvalidClassLinkage">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEHULLSHADER_INVALIDCLASSLINKAGE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEHULLSHADER_INVALIDCLASSLINKAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateDomainShaderInvalidCall">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEDOMAINSHADER_INVALIDCALL</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEDOMAINSHADER_INVALIDCALL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateDomainShaderOufOfMemory">
            <summary>
            No documentation.
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            <summary>
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            <unmanaged>D3D12_MESSAGE_ID_RESOURCE_UNMAP_INVALIDSUBRESOURCE</unmanaged>
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            <summary>
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            <summary>
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            <summary>
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            <summary>
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            <unmanaged>D3D12_MESSAGE_ID_DEVICE_CHECKFEATURESUPPORT_UNRECOGNIZED_FEATURE</unmanaged>
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            <unmanaged>D3D12_MESSAGE_ID_CREATECOMPUTESHADER_INVALIDCALL</unmanaged>
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            <doc-id>dn950146</doc-id>
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            <doc-id>dn950146</doc-id>
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        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.ClearunorderedaccessviewDenormflush">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CLEARUNORDEREDACCESSVIEW_DENORMFLUSH</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CLEARUNORDEREDACCESSVIEW_DENORMFLUSH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceComputeShaderSetUnorderedAccessSViewsEmpty">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSS_VIEWS_EMPTY</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_CSSETUNORDEREDACCESSS_VIEWS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceComputeShaderGetUnorderedAccessSViewsEmpty">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_CSGETUNORDEREDACCESSS_VIEWS_EMPTY</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_CSGETUNORDEREDACCESSS_VIEWS_EMPTY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateUnorderedAccessViewInvalidFlags">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDFLAGS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceDispatchindirectInvalidArgumentBuffer">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_INVALID_ARG_BUFFER</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_INVALID_ARG_BUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceDispatchindirectOffsetUnaligned">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_OFFSET_UNALIGNED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_OFFSET_UNALIGNED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceDispatchindirectOffsetOverflow">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_OFFSET_OVERFLOW</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_OFFSET_OVERFLOW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CleardepthstencilviewDepthReadonly">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_DEPTH_READONLY</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_DEPTH_READONLY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CleardepthstencilviewStencilReadonly">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_STENCIL_READONLY</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CLEARDEPTHSTENCILVIEW_STENCIL_READONLY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CheckFeaturesupportFormatDeprecated">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CHECKFEATURESUPPORT_FORMAT_DEPRECATED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CHECKFEATURESUPPORT_FORMAT_DEPRECATED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceUnorderedAccessViewReturnTypeMismatch">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_RETURN_TYPE_MISMATCH</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_RETURN_TYPE_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceUnorderedAccessViewNotSet">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_NOT_SET</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_NOT_SET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceDrawUnorderedAccessViewRenderTargetViewOverlap">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_DRAW_UNORDEREDACCESSVIEW_RENDERTARGETVIEW_OVERLAP</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_DRAW_UNORDEREDACCESSVIEW_RENDERTARGETVIEW_OVERLAP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceUnorderedAccessViewDimensionMismatch">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_DIMENSION_MISMATCH</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_DIMENSION_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceUnorderedAccessViewAppendUnsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_APPEND_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_APPEND_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceUnorderedAccessViewAtomicsUnsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMICS_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMICS_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceUnorderedAccessViewStructureStrideMismatch">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_STRUCTURE_STRIDE_MISMATCH</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_STRUCTURE_STRIDE_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceUnorderedAccessViewBufferTypeMismatch">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_BUFFER_TYPE_MISMATCH</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_BUFFER_TYPE_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceUnorderedAccessViewRawUnsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_RAW_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_RAW_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceUnorderedAccessViewFormatLdUnsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_FORMAT_LD_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_FORMAT_LD_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceUnorderedAccessViewFormatStoreUnsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_FORMAT_STORE_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_FORMAT_STORE_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceUnorderedAccessViewAtomicAddUnsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_ADD_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_ADD_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceUnorderedAccessViewAtomicBitwiseOperationsUnsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_BITWISE_OPS_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_BITWISE_OPS_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceUnorderedAccessViewAtomicCmpstoreCmpexchangeUnsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_CMPSTORE_CMPEXCHANGE_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_CMPSTORE_CMPEXCHANGE_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceUnorderedAccessViewAtomicExchangeUnsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_EXCHANGE_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_EXCHANGE_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceUnorderedAccessViewAtomicSignedMinimumMaximumUnsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_SIGNED_MINMAX_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_SIGNED_MINMAX_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceUnorderedAccessViewAtomicUnsignedMinimumMaximumUnsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_UNSIGNED_MINMAX_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_ATOMIC_UNSIGNED_MINMAX_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceDispatchBoundResourceMapped">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_DISPATCH_BOUND_RESOURCE_MAPPED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_DISPATCH_BOUND_RESOURCE_MAPPED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceDispatchThreadgroupcountOverflow">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_DISPATCH_THREADGROUPCOUNT_OVERFLOW</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_DISPATCH_THREADGROUPCOUNT_OVERFLOW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceDispatchThreadgroupcountZero">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_DISPATCH_THREADGROUPCOUNT_ZERO</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_DISPATCH_THREADGROUPCOUNT_ZERO</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceShaderResourceViewStructureStrideMismatch">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_SHADERRESOURCEVIEW_STRUCTURE_STRIDE_MISMATCH</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_SHADERRESOURCEVIEW_STRUCTURE_STRIDE_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceShaderResourceViewBufferTypeMismatch">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_SHADERRESOURCEVIEW_BUFFER_TYPE_MISMATCH</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_SHADERRESOURCEVIEW_BUFFER_TYPE_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceShaderResourceViewRawUnsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_SHADERRESOURCEVIEW_RAW_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_SHADERRESOURCEVIEW_RAW_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceDispatchUnsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_DISPATCH_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_DISPATCH_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceDispatchindirectUnsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_DISPATCHINDIRECT_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CopyStructurecountInvalidOffset">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDOFFSET</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDOFFSET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CopyStructurecountLargeOffset">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_COPYSTRUCTURECOUNT_LARGEOFFSET</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_COPYSTRUCTURECOUNT_LARGEOFFSET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CopyStructurecountInvalidDestinationState">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDDESTINATIONSTATE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDDESTINATIONSTATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CopyStructurecountInvalidSourceState">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDSOURCESTATE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_COPYSTRUCTURECOUNT_INVALIDSOURCESTATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CheckFormatSupportFormatNotSupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CHECKFORMATSUPPORT_FORMAT_NOT_SUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CHECKFORMATSUPPORT_FORMAT_NOT_SUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.ClearunorderedaccessviewfloatInvalidFormat">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CLEARUNORDEREDACCESSVIEWFLOAT_INVALIDFORMAT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CLEARUNORDEREDACCESSVIEWFLOAT_INVALIDFORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceUnorderedAccessViewCounterUnsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_COUNTER_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_UNORDEREDACCESSVIEW_COUNTER_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceDrawPixelShaderWithoutRenderTargetViewOrDepthStencilView">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_DRAW_PIXEL_SHADER_WITHOUT_RTV_OR_DSV</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_DRAW_PIXEL_SHADER_WITHOUT_RTV_OR_DSV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.ShaderAbort">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_SHADER_ABORT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_SHADER_ABORT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.ShaderMessage">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_SHADER_MESSAGE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_SHADER_MESSAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.ShaderError">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_SHADER_ERROR</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_SHADER_ERROR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.OfferresourcesInvalidResource">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_OFFERRESOURCES_INVALIDRESOURCE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_OFFERRESOURCES_INVALIDRESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.EnqueueSetEventInvalidArgumentReturn">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_ENQUEUESETEVENT_INVALIDARG_RETURN</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_ENQUEUESETEVENT_INVALIDARG_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.EnqueueSetEventOufOfMemoryReturn">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_ENQUEUESETEVENT_OUTOFMEMORY_RETURN</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_ENQUEUESETEVENT_OUTOFMEMORY_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.EnqueueSetEventAccessDeniedReturn">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_ENQUEUESETEVENT_ACCESSDENIED_RETURN</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_ENQUEUESETEVENT_ACCESSDENIED_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateRasterizerstateInvalidForcedSamplecount">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDFORCEDSAMPLECOUNT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERASTERIZERSTATE_INVALIDFORCEDSAMPLECOUNT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceDrawInvalidUseOfForcedSampleCount">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_DRAW_INVALID_USE_OF_FORCED_SAMPLE_COUNT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_DRAW_INVALID_USE_OF_FORCED_SAMPLE_COUNT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateBlendStateInvalidLogicOperations">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEBLENDSTATE_INVALIDLOGICOPS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEBLENDSTATE_INVALIDLOGICOPS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateShaderResourceViewInvalidArrayWithDecoder">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDARRAYWITHDECODER</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDARRAYWITHDECODER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateUnorderedAccessViewInvalidArrayWithDecoder">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDARRAYWITHDECODER</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDARRAYWITHDECODER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateRenderTargetViewInvalidArrayWithDecoder">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDARRAYWITHDECODER</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDARRAYWITHDECODER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DeviceLockedoutInterface">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_LOCKEDOUT_INTERFACE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_LOCKEDOUT_INTERFACE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.OfferresourcesInvalidPriority">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_OFFERRESOURCES_INVALIDPRIORITY</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_OFFERRESOURCES_INVALIDPRIORITY</unmanaged-short>
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            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_CLEARVIEW_INVALIDVIEW</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_CLEARVIEW_INVALIDVIEW</unmanaged-short>
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            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_CREATEVERTEXSHADER_DOUBLEEXTENSIONSNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_CREATEVERTEXSHADER_DOUBLEEXTENSIONSNOTSUPPORTED</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.DeviceCreateVertexShaderShaderExtensionSnotsupported">
            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_CREATEVERTEXSHADER_SHADEREXTENSIONSNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_CREATEVERTEXSHADER_SHADEREXTENSIONSNOTSUPPORTED</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.DeviceCreateHullShaderDoubleExtensionSnotsupported">
            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_CREATEHULLSHADER_DOUBLEEXTENSIONSNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_CREATEHULLSHADER_DOUBLEEXTENSIONSNOTSUPPORTED</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.DeviceCreateHullShaderShaderExtensionSnotsupported">
            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_CREATEHULLSHADER_SHADEREXTENSIONSNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_CREATEHULLSHADER_SHADEREXTENSIONSNOTSUPPORTED</unmanaged-short>
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            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_CREATEDOMAINSHADER_DOUBLEEXTENSIONSNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_CREATEDOMAINSHADER_DOUBLEEXTENSIONSNOTSUPPORTED</unmanaged-short>
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            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
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            <summary>
            No documentation.
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            <summary>
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            <unmanaged>D3D12_MESSAGE_ID_DEVICE_CREATEGEOMETRYSHADERWITHSTREAMOUTPUT_DOUBLEEXTENSIONSNOTSUPPORTED</unmanaged>
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            <summary>
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            <summary>
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_CREATEPIXELSHADER_DOUBLEEXTENSIONSNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_CREATEPIXELSHADER_DOUBLEEXTENSIONSNOTSUPPORTED</unmanaged-short>
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            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_CREATECOMPUTESHADER_DOUBLEEXTENSIONSNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_CREATECOMPUTESHADER_DOUBLEEXTENSIONSNOTSUPPORTED</unmanaged-short>
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            <summary>
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            <unmanaged>D3D12_MESSAGE_ID_DEVICE_CREATECOMPUTESHADER_SHADEREXTENSIONSNOTSUPPORTED</unmanaged>
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            <summary>
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_SHADER_LINKAGE_MINPRECISION</unmanaged>
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            <summary>
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_CREATEVERTEXSHADER_UAVSNOTSUPPORTED</unmanaged>
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            <summary>
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            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_CREATEHULLSHADER_UAVSNOTSUPPORTED</unmanaged-short>
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            <summary>
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            <unmanaged-short>D3D12_MESSAGE_ID_DEVICE_CREATEDOMAINSHADER_UAVSNOTSUPPORTED</unmanaged-short>
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            <summary>
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            <doc-id>dn950146</doc-id>
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            <summary>
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            <summary>
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            <summary>
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            <unmanaged>D3D12_MESSAGE_ID_DEVICE_OMSETRENDERTARGETSANDUNORDEREDACCESSVIEWS_INVALIDOFFSET</unmanaged>
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            <summary>
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            <summary>
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            <summary>
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            <doc-id>dn950146</doc-id>
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            <summary>
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            <summary>
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            <summary>
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            <summary>
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            <summary>
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            <unmanaged-short>D3D12_MESSAGE_ID_CHECKVIDEODECODERDOWNSAMPLING_ZEROWIDTHHEIGHT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.VideoDecoderenabledownsamplingNullParam">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_VIDEODECODERENABLEDOWNSAMPLING_NULLPARAM</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_VIDEODECODERENABLEDOWNSAMPLING_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.VideoDecoderenabledownsamplingUnsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_VIDEODECODERENABLEDOWNSAMPLING_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_VIDEODECODERENABLEDOWNSAMPLING_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.VideoDecoderupdatedownsamplingNullParam">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_VIDEODECODERUPDATEDOWNSAMPLING_NULLPARAM</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_VIDEODECODERUPDATEDOWNSAMPLING_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.VideoDecoderupdatedownsamplingUnsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_VIDEODECODERUPDATEDOWNSAMPLING_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_VIDEODECODERUPDATEDOWNSAMPLING_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CheckVideoProcessorFormatConversionNullParam">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CHECKVIDEOPROCESSORFORMATCONVERSION_NULLPARAM</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CHECKVIDEOPROCESSORFORMATCONVERSION_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.VideoProcessorSetOutputColorSpace1NullParam">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTCOLORSPACE1_NULLPARAM</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTCOLORSPACE1_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.VideoProcessorGetOutputColorSpace1NullParam">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTCOLORSPACE1_NULLPARAM</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTCOLORSPACE1_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.VideoProcessorSetStreamColorSpace1NullParam">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_VIDEOPROCESSORSETSTREAMCOLORSPACE1_NULLPARAM</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_VIDEOPROCESSORSETSTREAMCOLORSPACE1_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.VideoProcessorSetStreamColorSpace1InvalidStream">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_VIDEOPROCESSORSETSTREAMCOLORSPACE1_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_VIDEOPROCESSORSETSTREAMCOLORSPACE1_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.VideoProcessorSetStreamMirrorNullParam">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_VIDEOPROCESSORSETSTREAMMIRROR_NULLPARAM</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_VIDEOPROCESSORSETSTREAMMIRROR_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.VideoProcessorSetStreamMirrorInvalidStream">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_VIDEOPROCESSORSETSTREAMMIRROR_INVALIDSTREAM</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_VIDEOPROCESSORSETSTREAMMIRROR_INVALIDSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.VideoProcessorSetStreamMirrorUnsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_VIDEOPROCESSORSETSTREAMMIRROR_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_VIDEOPROCESSORSETSTREAMMIRROR_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.VideoProcessorGetStreamColorSpace1NullParam">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_VIDEOPROCESSORGETSTREAMCOLORSPACE1_NULLPARAM</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_VIDEOPROCESSORGETSTREAMCOLORSPACE1_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.VideoProcessorGetStreamMirrorNullParam">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_VIDEOPROCESSORGETSTREAMMIRROR_NULLPARAM</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_VIDEOPROCESSORGETSTREAMMIRROR_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.RecommendvideodecoderdownsamplingNullParam">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RECOMMENDVIDEODECODERDOWNSAMPLING_NULLPARAM</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RECOMMENDVIDEODECODERDOWNSAMPLING_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.RecommendvideodecoderdownsamplingInvalidColorSpace">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RECOMMENDVIDEODECODERDOWNSAMPLING_INVALIDCOLORSPACE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RECOMMENDVIDEODECODERDOWNSAMPLING_INVALIDCOLORSPACE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.RecommendvideodecoderdownsamplingZerowidthheight">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RECOMMENDVIDEODECODERDOWNSAMPLING_ZEROWIDTHHEIGHT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RECOMMENDVIDEODECODERDOWNSAMPLING_ZEROWIDTHHEIGHT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.VideoProcessorSetOutputShaderUsageNullParam">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTSHADERUSAGE_NULLPARAM</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_VIDEOPROCESSORSETOUTPUTSHADERUSAGE_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.VideoProcessorGetOutputShaderUsageNullParam">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTSHADERUSAGE_NULLPARAM</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_VIDEOPROCESSORGETOUTPUTSHADERUSAGE_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.VideoProcessorGetBehaviorhintsNullParam">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_NULLPARAM</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_NULLPARAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.VideoProcessorGetBehaviorhintsInvalidStreamCount">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_INVALIDSTREAMCOUNT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_INVALIDSTREAMCOUNT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.VideoProcessorGetBehaviorhintsTargetRectangle">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_TARGETRECT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_TARGETRECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.VideoProcessorGetBehaviorhintsInvalidSourceRectangle">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_INVALIDSOURCERECT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_INVALIDSOURCERECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.VideoProcessorGetBehaviorhintsInvalidDestinationRectangle">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_INVALIDDESTRECT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_VIDEOPROCESSORGETBEHAVIORHINTS_INVALIDDESTRECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateBufferInvalidUsage">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEBUFFER_INVALIDUSAGE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEBUFFER_INVALIDUSAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateTexture1DInvalidUsage">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATETEXTURE1D_INVALIDUSAGE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATETEXTURE1D_INVALIDUSAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateTexture2DInvalidUsage">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATETEXTURE2D_INVALIDUSAGE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATETEXTURE2D_INVALIDUSAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateInputLayoutLevel9SteprateNot1">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_LEVEL9_STEPRATE_NOT_1</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_LEVEL9_STEPRATE_NOT_1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateInputLayoutLevel9InstancingNotSupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_LEVEL9_INSTANCING_NOT_SUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEINPUTLAYOUT_LEVEL9_INSTANCING_NOT_SUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.UpdateTilemappingsInvalidParameter">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_UPDATETILEMAPPINGS_INVALID_PARAMETER</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_UPDATETILEMAPPINGS_INVALID_PARAMETER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CopyTilemappingsInvalidParameter">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_COPYTILEMAPPINGS_INVALID_PARAMETER</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_COPYTILEMAPPINGS_INVALID_PARAMETER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CopyTilesInvalidParameter">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_COPYTILES_INVALID_PARAMETER</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_COPYTILES_INVALID_PARAMETER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.NullTileMappingAccessWarning">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_NULL_TILE_MAPPING_ACCESS_WARNING</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_NULL_TILE_MAPPING_ACCESS_WARNING</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.NullTileMappingAccessError">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_NULL_TILE_MAPPING_ACCESS_ERROR</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_NULL_TILE_MAPPING_ACCESS_ERROR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DirtyTileMappingAccess">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DIRTY_TILE_MAPPING_ACCESS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DIRTY_TILE_MAPPING_ACCESS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DuplicateTileMappingsInCoveredArea">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DUPLICATE_TILE_MAPPINGS_IN_COVERED_AREA</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DUPLICATE_TILE_MAPPINGS_IN_COVERED_AREA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.TileMappingsInCoveredAreaDuplicatedOutside">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_TILE_MAPPINGS_IN_COVERED_AREA_DUPLICATED_OUTSIDE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_TILE_MAPPINGS_IN_COVERED_AREA_DUPLICATED_OUTSIDE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.TileMappingsSharedBetweenIncompatibleResources">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_TILE_MAPPINGS_SHARED_BETWEEN_INCOMPATIBLE_RESOURCES</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_TILE_MAPPINGS_SHARED_BETWEEN_INCOMPATIBLE_RESOURCES</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.TileMappingsSharedBetweenInputAndOutput">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_TILE_MAPPINGS_SHARED_BETWEEN_INPUT_AND_OUTPUT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_TILE_MAPPINGS_SHARED_BETWEEN_INPUT_AND_OUTPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CheckMultisamplequalitylevelsInvalidFlags">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CHECKMULTISAMPLEQUALITYLEVELS_INVALIDFLAGS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CHECKMULTISAMPLEQUALITYLEVELS_INVALIDFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.GetResourceTilingNontiledResource">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_GETRESOURCETILING_NONTILED_RESOURCE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_GETRESOURCETILING_NONTILED_RESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.NeedToCallTiledresourcebarrier">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_NEED_TO_CALL_TILEDRESOURCEBARRIER</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_NEED_TO_CALL_TILEDRESOURCEBARRIER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateDeviceInvalidArguments">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEDEVICE_INVALIDARGS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEDEVICE_INVALIDARGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateDeviceWarning">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEDEVICE_WARNING</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEDEVICE_WARNING</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.TiledResourceTier1BufferTextureMismatch">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_TILED_RESOURCE_TIER_1_BUFFER_TEXTURE_MISMATCH</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_TILED_RESOURCE_TIER_1_BUFFER_TEXTURE_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateCryptosession">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_CRYPTOSESSION</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_CRYPTOSESSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateAuthenticatedChannel">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_AUTHENTICATEDCHANNEL</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_AUTHENTICATEDCHANNEL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveCryptosession">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_CRYPTOSESSION</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_CRYPTOSESSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveAuthenticatedChannel">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_AUTHENTICATEDCHANNEL</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_AUTHENTICATEDCHANNEL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DestroyCryptosession">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DESTROY_CRYPTOSESSION</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DESTROY_CRYPTOSESSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DestroyAuthenticatedChannel">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DESTROY_AUTHENTICATEDCHANNEL</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DESTROY_AUTHENTICATEDCHANNEL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.MapInvalidSubResource2">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_MAP_INVALID_SUBRESOURCE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_MAP_INVALID_SUBRESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.MapInvalidType">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_MAP_INVALID_TYPE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_MAP_INVALID_TYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.MapUnsupportedType">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_MAP_UNSUPPORTED_TYPE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_MAP_UNSUPPORTED_TYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.UnmapInvalidSubResource2">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_UNMAP_INVALID_SUBRESOURCE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_UNMAP_INVALID_SUBRESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.ResourceBarrierInvalidType">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_TYPE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_TYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.ResourceBarrierNullPointer">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RESOURCE_BARRIER_NULL_POINTER</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RESOURCE_BARRIER_NULL_POINTER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.ResourceBarrierInvalidSubResource">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_SUBRESOURCE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_SUBRESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.ResourceBarrierReservedBits">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RESOURCE_BARRIER_RESERVED_BITS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RESOURCE_BARRIER_RESERVED_BITS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.ResourceBarrierMissingBindFlags">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RESOURCE_BARRIER_MISSING_BIND_FLAGS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RESOURCE_BARRIER_MISSING_BIND_FLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.ResourceBarrierMismatchingMiscFlags">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RESOURCE_BARRIER_MISMATCHING_MISC_FLAGS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RESOURCE_BARRIER_MISMATCHING_MISC_FLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.ResourceBarrierMatchingStates">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RESOURCE_BARRIER_MATCHING_STATES</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RESOURCE_BARRIER_MATCHING_STATES</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.ResourceBarrierInvalidCombination">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_COMBINATION</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_COMBINATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.ResourceBarrierBeforeAfterMismatch">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RESOURCE_BARRIER_BEFORE_AFTER_MISMATCH</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RESOURCE_BARRIER_BEFORE_AFTER_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.ResourceBarrierInvalidResource">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_RESOURCE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_RESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.ResourceBarrierSampleCount">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RESOURCE_BARRIER_SAMPLE_COUNT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RESOURCE_BARRIER_SAMPLE_COUNT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.ResourceBarrierInvalidFlags">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_FLAGS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_FLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.ResourceBarrierInvalidCombinedFlags">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_COMBINED_FLAGS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_COMBINED_FLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.ResourceBarrierInvalidFlagsForFormat">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_FLAGS_FOR_FORMAT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_FLAGS_FOR_FORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.ResourceBarrierInvalidSplitBarrier">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_SPLIT_BARRIER</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_SPLIT_BARRIER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.ResourceBarrierUnmatchedEnd">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RESOURCE_BARRIER_UNMATCHED_END</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RESOURCE_BARRIER_UNMATCHED_END</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.ResourceBarrierUnmatchedBegin">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RESOURCE_BARRIER_UNMATCHED_BEGIN</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RESOURCE_BARRIER_UNMATCHED_BEGIN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.ResourceBarrierInvalidFlag">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_FLAG</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_FLAG</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.ResourceBarrierInvalidCommandListType">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_COMMAND_LIST_TYPE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_COMMAND_LIST_TYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.InvalidSubResourceState">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_INVALID_SUBRESOURCE_STATE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_INVALID_SUBRESOURCE_STATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.InefficientPresent">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_INEFFICIENT_PRESENT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_INEFFICIENT_PRESENT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CommandAllOcatorContention">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_COMMAND_ALLOCATOR_CONTENTION</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_COMMAND_ALLOCATOR_CONTENTION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CommandAllOcatorReset">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_COMMAND_ALLOCATOR_RESET</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_COMMAND_ALLOCATOR_RESET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CommandAllOcatorResetBundle">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_COMMAND_ALLOCATOR_RESET_BUNDLE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_COMMAND_ALLOCATOR_RESET_BUNDLE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CommandAllOcatorCannotReset">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_COMMAND_ALLOCATOR_CANNOT_RESET</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_COMMAND_ALLOCATOR_CANNOT_RESET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CommandListOpen">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_COMMAND_LIST_OPEN</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_COMMAND_LIST_OPEN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.QueryStateMismatch">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_QUERY_STATE_MISMATCH</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_QUERY_STATE_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.InvalidBundleApi">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_INVALID_BUNDLE_API</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_INVALID_BUNDLE_API</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CommandListClosed">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_COMMAND_LIST_CLOSED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_COMMAND_LIST_CLOSED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CommandListClosedWithInvalidResource">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_COMMAND_LIST_CLOSED_WITH_INVALID_RESOURCE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_COMMAND_LIST_CLOSED_WITH_INVALID_RESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.WrongCommandAllOcatorType">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_WRONG_COMMAND_ALLOCATOR_TYPE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_WRONG_COMMAND_ALLOCATOR_TYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.InvalidIndirectArgumentBuffer">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_INVALID_INDIRECT_ARGUMENT_BUFFER</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_INVALID_INDIRECT_ARGUMENT_BUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.ComputeAndGraphicsPipeline">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_COMPUTE_AND_GRAPHICS_PIPELINE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_COMPUTE_AND_GRAPHICS_PIPELINE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CommandAllOcatorSync">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_COMMAND_ALLOCATOR_SYNC</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_COMMAND_ALLOCATOR_SYNC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CommandListSync">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_COMMAND_LIST_SYNC</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_COMMAND_LIST_SYNC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.SetDescriptorHeapInvalid">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_SET_DESCRIPTOR_HEAP_INVALID</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_SET_DESCRIPTOR_HEAP_INVALID</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateQueueImageNotSupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_QUEUE_IMAGE_NOT_SUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_QUEUE_IMAGE_NOT_SUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateCommandAllOcatorImageNotSupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_COMMAND_ALLOCATOR_IMAGE_NOT_SUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_COMMAND_ALLOCATOR_IMAGE_NOT_SUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateCommandqueue">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_COMMANDQUEUE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_COMMANDQUEUE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateCommandallocator">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_COMMANDALLOCATOR</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_COMMANDALLOCATOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreatePipelinestate">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_PIPELINESTATE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_PIPELINESTATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateCommandlist12">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_COMMANDLIST12</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_COMMANDLIST12</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateImagecommandlist">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_IMAGECOMMANDLIST</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_IMAGECOMMANDLIST</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateResource">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_RESOURCE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_RESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateDescriptorHeap">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_DESCRIPTORHEAP</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_DESCRIPTORHEAP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateRootsignature">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_ROOTSIGNATURE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_ROOTSIGNATURE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateLibrary">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_LIBRARY</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_LIBRARY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateHeap">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_HEAP</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_HEAP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateMonitoredfence">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_MONITOREDFENCE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_MONITOREDFENCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateQueryHeap">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_QUERYHEAP</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_QUERYHEAP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateCommandsignature">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_COMMANDSIGNATURE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_COMMANDSIGNATURE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveCommandqueue">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_COMMANDQUEUE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_COMMANDQUEUE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveCommandallocator">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_COMMANDALLOCATOR</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_COMMANDALLOCATOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LivePipelinestate">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_PIPELINESTATE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_PIPELINESTATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveCommandlist12">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_COMMANDLIST12</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_COMMANDLIST12</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveImagecommandlist">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_IMAGECOMMANDLIST</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_IMAGECOMMANDLIST</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveResource">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_RESOURCE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_RESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveDescriptorHeap">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_DESCRIPTORHEAP</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_DESCRIPTORHEAP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveRootsignature">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_ROOTSIGNATURE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_ROOTSIGNATURE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveLibrary">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_LIBRARY</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_LIBRARY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveHeap">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_HEAP</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_HEAP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveMonitoredfence">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_MONITOREDFENCE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_MONITOREDFENCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveQueryHeap">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_QUERYHEAP</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_QUERYHEAP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveCommandsignature">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_COMMANDSIGNATURE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_COMMANDSIGNATURE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DestroyCommandqueue">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DESTROY_COMMANDQUEUE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DESTROY_COMMANDQUEUE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DestroyCommandallocator">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DESTROY_COMMANDALLOCATOR</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DESTROY_COMMANDALLOCATOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DestroyPipelinestate">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DESTROY_PIPELINESTATE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DESTROY_PIPELINESTATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DestroyCommandlist12">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DESTROY_COMMANDLIST12</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DESTROY_COMMANDLIST12</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DestroyImagecommandlist">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DESTROY_IMAGECOMMANDLIST</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DESTROY_IMAGECOMMANDLIST</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DestroyResource">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DESTROY_RESOURCE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DESTROY_RESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DestroyDescriptorHeap">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DESTROY_DESCRIPTORHEAP</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DESTROY_DESCRIPTORHEAP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DestroyRootsignature">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DESTROY_ROOTSIGNATURE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DESTROY_ROOTSIGNATURE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DestroyLibrary">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DESTROY_LIBRARY</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DESTROY_LIBRARY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DestroyHeap">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DESTROY_HEAP</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DESTROY_HEAP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DestroyMonitoredfence">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DESTROY_MONITOREDFENCE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DESTROY_MONITOREDFENCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DestroyQueryHeap">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DESTROY_QUERYHEAP</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DESTROY_QUERYHEAP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DestroyCommandsignature">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DESTROY_COMMANDSIGNATURE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DESTROY_COMMANDSIGNATURE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateResourceUnrecognizedHeaptype">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERESOURCE_UNRECOGNIZEDHEAPTYPE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERESOURCE_UNRECOGNIZEDHEAPTYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateResourceInvalidDimensions">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDDIMENSIONS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDDIMENSIONS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateResourceUnrecognizedMiscFlags">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERESOURCE_UNRECOGNIZEDMISCFLAGS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERESOURCE_UNRECOGNIZEDMISCFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateResourceInvalidMiscFlags">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDMISCFLAGS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDMISCFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateResourceLargeAllocation">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERESOURCE_LARGEALLOCATION</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERESOURCE_LARGEALLOCATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateResourceSmallallocation">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERESOURCE_SMALLALLOCATION</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERESOURCE_SMALLALLOCATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateResourceInvalidArgumentReturn">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDARG_RETURN</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDARG_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateResourceOufOfMemoryReturn">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERESOURCE_OUTOFMEMORY_RETURN</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERESOURCE_OUTOFMEMORY_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateResourceInvalidDescription">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDDESC</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDDESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateResourceInvalidInitialsTate">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDINITIALSTATE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDINITIALSTATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.ResourceHasPendingInitialData">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RESOURCE_HAS_PENDING_INITIAL_DATA</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RESOURCE_HAS_PENDING_INITIAL_DATA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.PossiblyInvalidSubResourceState">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_POSSIBLY_INVALID_SUBRESOURCE_STATE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_POSSIBLY_INVALID_SUBRESOURCE_STATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.InvalidUseOfNonResidentResource">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_INVALID_USE_OF_NON_RESIDENT_RESOURCE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_INVALID_USE_OF_NON_RESIDENT_RESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.PossibleInvalidUseOfNonResidentResource">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_POSSIBLE_INVALID_USE_OF_NON_RESIDENT_RESOURCE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_POSSIBLE_INVALID_USE_OF_NON_RESIDENT_RESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.BundlePipelineStateMismatch">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_BUNDLE_PIPELINE_STATE_MISMATCH</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_BUNDLE_PIPELINE_STATE_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.PrimitiveTopologyMismatchPipelineState">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_PRIMITIVE_TOPOLOGY_MISMATCH_PIPELINE_STATE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_PRIMITIVE_TOPOLOGY_MISMATCH_PIPELINE_STATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.RenderTargetNumberMismatchPipelineState">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RENDER_TARGET_NUMBER_MISMATCH_PIPELINE_STATE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RENDER_TARGET_NUMBER_MISMATCH_PIPELINE_STATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.RenderTargetFormatMismatchPipelineState">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RENDER_TARGET_FORMAT_MISMATCH_PIPELINE_STATE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RENDER_TARGET_FORMAT_MISMATCH_PIPELINE_STATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.RenderTargetSampleDescriptionMismatchPipelineState">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RENDER_TARGET_SAMPLE_DESC_MISMATCH_PIPELINE_STATE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RENDER_TARGET_SAMPLE_DESC_MISMATCH_PIPELINE_STATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DepthStencilFormatMismatchPipelineState">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEPTH_STENCIL_FORMAT_MISMATCH_PIPELINE_STATE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEPTH_STENCIL_FORMAT_MISMATCH_PIPELINE_STATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DepthStencilSampleDescriptionMismatchPipelineState">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEPTH_STENCIL_SAMPLE_DESC_MISMATCH_PIPELINE_STATE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEPTH_STENCIL_SAMPLE_DESC_MISMATCH_PIPELINE_STATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.RenderTargetNumberMismatchBundlePipelineState">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RENDER_TARGET_NUMBER_MISMATCH_BUNDLE_PIPELINE_STATE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RENDER_TARGET_NUMBER_MISMATCH_BUNDLE_PIPELINE_STATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.RenderTargetFormatMismatchBundlePipelineState">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RENDER_TARGET_FORMAT_MISMATCH_BUNDLE_PIPELINE_STATE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RENDER_TARGET_FORMAT_MISMATCH_BUNDLE_PIPELINE_STATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.RenderTargetSampleDescriptionMismatchBundlePipelineState">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RENDER_TARGET_SAMPLE_DESC_MISMATCH_BUNDLE_PIPELINE_STATE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RENDER_TARGET_SAMPLE_DESC_MISMATCH_BUNDLE_PIPELINE_STATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DepthStencilFormatMismatchBundlePipelineState">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEPTH_STENCIL_FORMAT_MISMATCH_BUNDLE_PIPELINE_STATE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEPTH_STENCIL_FORMAT_MISMATCH_BUNDLE_PIPELINE_STATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DepthStencilSampleDescriptionMismatchBundlePipelineState">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEPTH_STENCIL_SAMPLE_DESC_MISMATCH_BUNDLE_PIPELINE_STATE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DEPTH_STENCIL_SAMPLE_DESC_MISMATCH_BUNDLE_PIPELINE_STATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateShaderInvalidBytecode">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATESHADER_INVALIDBYTECODE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATESHADER_INVALIDBYTECODE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateHeapNullDescription">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEHEAP_NULLDESC</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEHEAP_NULLDESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateHeapInvalidSize">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEHEAP_INVALIDSIZE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEHEAP_INVALIDSIZE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateHeapUnrecognizedHeaptype">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEHEAP_UNRECOGNIZEDHEAPTYPE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEHEAP_UNRECOGNIZEDHEAPTYPE</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreateHeapUnrecognizedCpuPageproperties">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEHEAP_UNRECOGNIZEDCPUPAGEPROPERTIES</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEHEAP_UNRECOGNIZEDCPUPAGEPROPERTIES</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateHeapUnrecognizedMemoryPool">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEHEAP_UNRECOGNIZEDMEMORYPOOL</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEHEAP_UNRECOGNIZEDMEMORYPOOL</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreateHeapInvalidProperties">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEHEAP_INVALIDPROPERTIES</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEHEAP_INVALIDPROPERTIES</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateHeapInvalidAlignment">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEHEAP_INVALIDALIGNMENT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEHEAP_INVALIDALIGNMENT</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreateHeapUnrecognizedMiscFlags">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEHEAP_UNRECOGNIZEDMISCFLAGS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEHEAP_UNRECOGNIZEDMISCFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateHeapInvalidMiscFlags">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEHEAP_INVALIDMISCFLAGS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEHEAP_INVALIDMISCFLAGS</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreateHeapInvalidArgumentReturn">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEHEAP_INVALIDARG_RETURN</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEHEAP_INVALIDARG_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateHeapOufOfMemoryReturn">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEHEAP_OUTOFMEMORY_RETURN</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEHEAP_OUTOFMEMORY_RETURN</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreateResourceAndHeapNullHeapproperties">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_NULLHEAPPROPERTIES</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_NULLHEAPPROPERTIES</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreateResourceAndHeapUnrecognizedHeaptype">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_UNRECOGNIZEDHEAPTYPE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_UNRECOGNIZEDHEAPTYPE</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreateResourceAndHeapUnrecognizedCpuPageproperties">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_UNRECOGNIZEDCPUPAGEPROPERTIES</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_UNRECOGNIZEDCPUPAGEPROPERTIES</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateResourceAndHeapUnrecognizedMemoryPool">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_UNRECOGNIZEDMEMORYPOOL</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_UNRECOGNIZEDMEMORYPOOL</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreateResourceAndHeapInvalidHeapproperties">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_INVALIDHEAPPROPERTIES</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_INVALIDHEAPPROPERTIES</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreateResourceAndHeapUnrecognizedHeapmiscflags">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_UNRECOGNIZEDHEAPMISCFLAGS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_UNRECOGNIZEDHEAPMISCFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateResourceAndHeapInvalidHeapmiscflags">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_INVALIDHEAPMISCFLAGS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_INVALIDHEAPMISCFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateResourceAndHeapInvalidArgumentReturn">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_INVALIDARG_RETURN</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_INVALIDARG_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateResourceAndHeapOufOfMemoryReturn">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
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        <member name="F:SharpDX.Direct3D12.MessageId.DrawEmptyScissorRectangle">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DRAW_EMPTY_SCISSOR_RECTANGLE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DRAW_EMPTY_SCISSOR_RECTANGLE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateRootSignatureBlobNotFound">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_ROOT_SIGNATURE_BLOB_NOT_FOUND</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_ROOT_SIGNATURE_BLOB_NOT_FOUND</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateRootSignatureDeserializeFailed">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_ROOT_SIGNATURE_DESERIALIZE_FAILED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_ROOT_SIGNATURE_DESERIALIZE_FAILED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateRootSignatureInvalidConfiguration">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_ROOT_SIGNATURE_INVALID_CONFIGURATION</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_ROOT_SIGNATURE_INVALID_CONFIGURATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateRootSignatureNotSupportedOnDevice">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_ROOT_SIGNATURE_NOT_SUPPORTED_ON_DEVICE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_ROOT_SIGNATURE_NOT_SUPPORTED_ON_DEVICE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateResourceAndHeapNullResourceProperties">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_NULLRESOURCEPROPERTIES</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_NULLRESOURCEPROPERTIES</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateResourceAndHeapNullHeap">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_NULLHEAP</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERESOURCEANDHEAP_NULLHEAP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.GetResourceAllocationInformationInvalidRdescs">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_GETRESOURCEALLOCATIONINFO_INVALIDRDESCS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_GETRESOURCEALLOCATIONINFO_INVALIDRDESCS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.MakeresidentNullObjectArray">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_MAKERESIDENT_NULLOBJECTARRAY</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_MAKERESIDENT_NULLOBJECTARRAY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.MakeresidentInvalidObject">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_MAKERESIDENT_INVALIDOBJECT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_MAKERESIDENT_INVALIDOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.EvictNullObjectArray">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_EVICT_NULLOBJECTARRAY</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_EVICT_NULLOBJECTARRAY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.EvictInvalidObject">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_EVICT_INVALIDOBJECT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_EVICT_INVALIDOBJECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.HeapsUnsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_HEAPS_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_HEAPS_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.SetDescriptorTableInvalid">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_SET_DESCRIPTOR_TABLE_INVALID</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_SET_DESCRIPTOR_TABLE_INVALID</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.SetRootConstantInvalid">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_SET_ROOT_CONSTANT_INVALID</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_SET_ROOT_CONSTANT_INVALID</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.SetRootConstantBufferViewInvalid">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_SET_ROOT_CONSTANT_BUFFER_VIEW_INVALID</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_SET_ROOT_CONSTANT_BUFFER_VIEW_INVALID</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.SetRootShaderResourceViewInvalid">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_SET_ROOT_SHADER_RESOURCE_VIEW_INVALID</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_SET_ROOT_SHADER_RESOURCE_VIEW_INVALID</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.SetRootUnorderedAccessViewInvalid">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_SET_ROOT_UNORDERED_ACCESS_VIEW_INVALID</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_SET_ROOT_UNORDERED_ACCESS_VIEW_INVALID</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.SetVertexBuffersInvalidDescription">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_SET_VERTEX_BUFFERS_INVALID_DESC</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_SET_VERTEX_BUFFERS_INVALID_DESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.SetVertexBuffersLargeOffset">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_SET_VERTEX_BUFFERS_LARGE_OFFSET</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_SET_VERTEX_BUFFERS_LARGE_OFFSET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.SetIndexBufferInvalidDescription">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_SET_INDEX_BUFFER_INVALID_DESC</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_SET_INDEX_BUFFER_INVALID_DESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.SetIndexBufferLargeOffset">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_SET_INDEX_BUFFER_LARGE_OFFSET</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_SET_INDEX_BUFFER_LARGE_OFFSET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.SetStreamOutputBuffersInvalidDescription">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_SET_STREAM_OUTPUT_BUFFERS_INVALID_DESC</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_SET_STREAM_OUTPUT_BUFFERS_INVALID_DESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateResourceUnrecognizedDimensionality">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERESOURCE_UNRECOGNIZEDDIMENSIONALITY</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERESOURCE_UNRECOGNIZEDDIMENSIONALITY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateResourceUnrecognizedLayout">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERESOURCE_UNRECOGNIZEDLAYOUT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERESOURCE_UNRECOGNIZEDLAYOUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateResourceInvalidDimensionality">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDDIMENSIONALITY</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDDIMENSIONALITY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateResourceInvalidAlignment">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDALIGNMENT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDALIGNMENT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateResourceInvalidMipLevels">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDMIPLEVELS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDMIPLEVELS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateResourceInvalidSampledesc">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDSAMPLEDESC</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDSAMPLEDESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateResourceInvalidLayout">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDLAYOUT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDLAYOUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.SetIndexBufferInvalid">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_SET_INDEX_BUFFER_INVALID</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_SET_INDEX_BUFFER_INVALID</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.SetVertexBuffersInvalid">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_SET_VERTEX_BUFFERS_INVALID</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_SET_VERTEX_BUFFERS_INVALID</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.SetStreamOutputBuffersInvalid">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_SET_STREAM_OUTPUT_BUFFERS_INVALID</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_SET_STREAM_OUTPUT_BUFFERS_INVALID</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.SetRenderTargetsInvalid">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_SET_RENDER_TARGETS_INVALID</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_SET_RENDER_TARGETS_INVALID</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateQueryHeapInvalidParameters">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEQUERY_HEAP_INVALID_PARAMETERS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEQUERY_HEAP_INVALID_PARAMETERS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateQueryHeapJpegNotSupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEQUERY_HEAP_JPEG_NOT_SUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEQUERY_HEAP_JPEG_NOT_SUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.BeginEndQueryInvalidParameters">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_BEGIN_END_QUERY_INVALID_PARAMETERS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_BEGIN_END_QUERY_INVALID_PARAMETERS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CloseCommandListOpenQuery">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CLOSE_COMMAND_LIST_OPEN_QUERY</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CLOSE_COMMAND_LIST_OPEN_QUERY</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.ResolveQueryDataInvalidParameters">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RESOLVE_QUERY_DATA_INVALID_PARAMETERS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RESOLVE_QUERY_DATA_INVALID_PARAMETERS</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.SetPredicationInvalidParameters">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_SET_PREDICATION_INVALID_PARAMETERS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_SET_PREDICATION_INVALID_PARAMETERS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.TimestampsNotSupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_TIMESTAMPS_NOT_SUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_TIMESTAMPS_NOT_SUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.UnstablePowerState">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_UNSTABLE_POWER_STATE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_UNSTABLE_POWER_STATE</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreateResourceUnrecognizedFormat">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERESOURCE_UNRECOGNIZEDFORMAT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERESOURCE_UNRECOGNIZEDFORMAT</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreateResourceInvalidFormat">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDFORMAT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDFORMAT</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.GetCopyAblelayoutInvalidSubResourceRange">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_GETCOPYABLELAYOUT_INVALIDSUBRESOURCERANGE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_GETCOPYABLELAYOUT_INVALIDSUBRESOURCERANGE</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.GetCopyAblelayoutInvalidBaseoffset">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_GETCOPYABLELAYOUT_INVALIDBASEOFFSET</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_GETCOPYABLELAYOUT_INVALIDBASEOFFSET</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.ResourceBarrierInvalidHeap">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_HEAP</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RESOURCE_BARRIER_INVALID_HEAP</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreateSamplerInvalid">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_SAMPLER_INVALID</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_SAMPLER_INVALID</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreateCommandsignatureInvalid">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATECOMMANDSIGNATURE_INVALID</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATECOMMANDSIGNATURE_INVALID</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.ExecuteIndirectInvalidParameters">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_EXECUTE_INDIRECT_INVALID_PARAMETERS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_EXECUTE_INDIRECT_INVALID_PARAMETERS</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.GetGpuvirtualaddressInvalidResourceDimension">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_GETGPUVIRTUALADDRESS_INVALID_RESOURCE_DIMENSION</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_GETGPUVIRTUALADDRESS_INVALID_RESOURCE_DIMENSION</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreateShaderResourceViewInvalidPlaneindex">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDPLANEINDEX</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDPLANEINDEX</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreateShaderResourceViewInvalidVideoPlaneindex">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDVIDEOPLANEINDEX</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_INVALIDVIDEOPLANEINDEX</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreateShaderResourceViewAmbiguousvideoplaneindex">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_AMBIGUOUSVIDEOPLANEINDEX</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATESHADERRESOURCEVIEW_AMBIGUOUSVIDEOPLANEINDEX</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreateRenderTargetViewInvalidPlaneindex">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDPLANEINDEX</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDPLANEINDEX</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreateRenderTargetViewInvalidVideoPlaneindex">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDVIDEOPLANEINDEX</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_INVALIDVIDEOPLANEINDEX</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreateRenderTargetViewAmbiguousvideoplaneindex">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_AMBIGUOUSVIDEOPLANEINDEX</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERENDERTARGETVIEW_AMBIGUOUSVIDEOPLANEINDEX</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreateUnorderedAccessViewInvalidPlaneindex">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDPLANEINDEX</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDPLANEINDEX</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreateUnorderedAccessViewInvalidVideoPlaneindex">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDVIDEOPLANEINDEX</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_INVALIDVIDEOPLANEINDEX</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreateUnorderedAccessViewAmbiguousvideoplaneindex">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_AMBIGUOUSVIDEOPLANEINDEX</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEUNORDEREDACCESSVIEW_AMBIGUOUSVIDEOPLANEINDEX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegdecodeInvalidScandataoffset">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_INVALIDSCANDATAOFFSET</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_INVALIDSCANDATAOFFSET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegdecodeNotSupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_NOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_NOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegdecodeDimensionstoolarge">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_DIMENSIONSTOOLARGE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_DIMENSIONSTOOLARGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegdecodeInvalidComponents">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_INVALIDCOMPONENTS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_INVALIDCOMPONENTS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegdecodeUnsupportedComponents">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_UNSUPPORTEDCOMPONENTS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_UNSUPPORTEDCOMPONENTS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegdecodeDestinationNot2D">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_DESTINATIONNOT2D</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_DESTINATIONNOT2D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegdecodeTiledresourcesunsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_TILEDRESOURCESUNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_TILEDRESOURCESUNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegdecodeGuardrectsunsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_GUARDRECTSUNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_GUARDRECTSUNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegdecodeFormatUnsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_FORMATUNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_FORMATUNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegdecodeInvalidSubResource">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_INVALIDSUBRESOURCE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_INVALIDSUBRESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegdecodeInvalidMiplevel">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_INVALIDMIPLEVEL</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_INVALIDMIPLEVEL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegdecodeEmptyDestinationBox">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_EMPTYDESTBOX</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_EMPTYDESTBOX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegdecodeDestinationBoxnot2d">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_DESTBOXNOT2D</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_DESTBOXNOT2D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegdecodeDestinationBoxnotsub">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_DESTBOXNOTSUB</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_DESTBOXNOTSUB</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegdecodeDestinationBoxesintersect">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_DESTBOXESINTERSECT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_DESTBOXESINTERSECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegdecodeXsubsamplemismatch">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_XSUBSAMPLEMISMATCH</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_XSUBSAMPLEMISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegdecodeYsubsamplemismatch">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_YSUBSAMPLEMISMATCH</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_YSUBSAMPLEMISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegdecodeXsubsampleodd">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_XSUBSAMPLEODD</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_XSUBSAMPLEODD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegdecodeYsubsampleodd">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_YSUBSAMPLEODD</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_YSUBSAMPLEODD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegdecodeUpscaleunsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_UPSCALEUNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_UPSCALEUNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegdecodeTier4downscaletolarge">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_TIER4DOWNSCALETOLARGE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_TIER4DOWNSCALETOLARGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegdecodeTier3downscaleunsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_TIER3DOWNSCALEUNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_TIER3DOWNSCALEUNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegdecodeChromasizemismatch">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_CHROMASIZEMISMATCH</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_CHROMASIZEMISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegdecodeLumachromasizemismatch">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_LUMACHROMASIZEMISMATCH</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_LUMACHROMASIZEMISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegdecodeInvalidNumdestinations">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_INVALIDNUMDESTINATIONS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_INVALIDNUMDESTINATIONS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegdecodeSubBoxunsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_SUBBOXUNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_SUBBOXUNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.Jpegdecode1DEstunsupportedformat">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_1DESTUNSUPPORTEDFORMAT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_1DESTUNSUPPORTEDFORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.Jpegdecode3DEstunsupportedformat">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_3DESTUNSUPPORTEDFORMAT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_3DESTUNSUPPORTEDFORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegdecodeScaleunsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_SCALEUNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_SCALEUNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegdecodeInvalidSourceSize">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_INVALIDSOURCESIZE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_INVALIDSOURCESIZE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegdecodeInvalidCopyFlags">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_INVALIDCOPYFLAGS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_INVALIDCOPYFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegdecodeHazard">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_HAZARD</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_HAZARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegdecodeUnsupportedSourceBufferUsage">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_UNSUPPORTEDSRCBUFFERUSAGE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_UNSUPPORTEDSRCBUFFERUSAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegdecodeUnsupportedSourceBufferMiscFlags">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_UNSUPPORTEDSRCBUFFERMISCFLAGS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_UNSUPPORTEDSRCBUFFERMISCFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegdecodeUnsupportedDestinationTextureUsage">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_UNSUPPORTEDDSTTEXTUREUSAGE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_UNSUPPORTEDDSTTEXTUREUSAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegdecodeBackbuffernotsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_BACKBUFFERNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_BACKBUFFERNOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegdecodeUnsupportedCopyFlags">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGDECODE_UNSUPPORTEDCOPYFLAGS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGDECODE_UNSUPPORTEDCOPYFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegencodeNotSupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGENCODE_NOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGENCODE_NOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegencodeInvalidScandataoffset">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGENCODE_INVALIDSCANDATAOFFSET</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGENCODE_INVALIDSCANDATAOFFSET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegencodeInvalidComponents">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGENCODE_INVALIDCOMPONENTS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGENCODE_INVALIDCOMPONENTS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegencodeSourceNot2D">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGENCODE_SOURCENOT2D</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGENCODE_SOURCENOT2D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegencodeTiledresourcesunsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGENCODE_TILEDRESOURCESUNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGENCODE_TILEDRESOURCESUNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegencodeGuardrectsunsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGENCODE_GUARDRECTSUNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGENCODE_GUARDRECTSUNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegencodeXsubsamplemismatch">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGENCODE_XSUBSAMPLEMISMATCH</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGENCODE_XSUBSAMPLEMISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegencodeYsubsamplemismatch">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGENCODE_YSUBSAMPLEMISMATCH</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGENCODE_YSUBSAMPLEMISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegencodeUnsupportedComponents">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGENCODE_UNSUPPORTEDCOMPONENTS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGENCODE_UNSUPPORTEDCOMPONENTS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegencodeFormatUnsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGENCODE_FORMATUNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGENCODE_FORMATUNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegencodeInvalidSubResource">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGENCODE_INVALIDSUBRESOURCE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGENCODE_INVALIDSUBRESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegencodeInvalidMiplevel">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGENCODE_INVALIDMIPLEVEL</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGENCODE_INVALIDMIPLEVEL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegencodeDimensionstoolarge">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGENCODE_DIMENSIONSTOOLARGE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGENCODE_DIMENSIONSTOOLARGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegencodeHazard">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGENCODE_HAZARD</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGENCODE_HAZARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegencodeUnsupportedDestinationBufferUsage">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGENCODE_UNSUPPORTEDDSTBUFFERUSAGE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGENCODE_UNSUPPORTEDDSTBUFFERUSAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegencodeUnsupportedDestinationBufferMiscFlags">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGENCODE_UNSUPPORTEDDSTBUFFERMISCFLAGS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGENCODE_UNSUPPORTEDDSTBUFFERMISCFLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegencodeUnsupportedSourceTextureUsage">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGENCODE_UNSUPPORTEDSRCTEXTUREUSAGE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGENCODE_UNSUPPORTEDSRCTEXTUREUSAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.JpegencodeBackbuffernotsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_JPEGENCODE_BACKBUFFERNOTSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_JPEGENCODE_BACKBUFFERNOTSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateQueryOrpredicateUnsupportedContextTypeforquery">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEQUERYORPREDICATE_UNSUPPORTEDCONTEXTTYPEFORQUERY</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEQUERYORPREDICATE_UNSUPPORTEDCONTEXTTYPEFORQUERY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.Flush1InvalidContextType">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_FLUSH1_INVALIDCONTEXTTYPE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_FLUSH1_INVALIDCONTEXTTYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateResourceInvalidClearvalue">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDCLEARVALUE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERESOURCE_INVALIDCLEARVALUE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateResourceUnrecognizedClearvalueformat">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATERESOURCE_UNRECOGNIZEDCLEARVALUEFORMAT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATERESOURCE_UNRECOGNIZEDCLEARVALUEFORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateResourceInvalidClearvalueformat">
            <summary>
            No documentation.
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            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RESOLVESUBRESOURCE_INVALID_SUBRESOURCE_INDEX</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RESOLVESUBRESOURCE_INVALID_SUBRESOURCE_INDEX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.ResolvesubresourceInvalidFormat">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RESOLVESUBRESOURCE_INVALID_FORMAT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RESOLVESUBRESOURCE_INVALID_FORMAT</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.ResolvesubresourceResourceMismatch">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RESOLVESUBRESOURCE_RESOURCE_MISMATCH</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RESOLVESUBRESOURCE_RESOURCE_MISMATCH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.ResolvesubresourceInvalidSampleCount">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RESOLVESUBRESOURCE_INVALID_SAMPLE_COUNT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RESOLVESUBRESOURCE_INVALID_SAMPLE_COUNT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateComputePipelinestateInvalidShader">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATECOMPUTEPIPELINESTATE_INVALID_SHADER</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATECOMPUTEPIPELINESTATE_INVALID_SHADER</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreateComputePipelinestateComputeShaderRootSignatureMismatch">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATECOMPUTEPIPELINESTATE_CS_ROOT_SIGNATURE_MISMATCH</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATECOMPUTEPIPELINESTATE_CS_ROOT_SIGNATURE_MISMATCH</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreateComputePipelinestateMissingRootSignature">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATECOMPUTEPIPELINESTATE_MISSING_ROOT_SIGNATURE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATECOMPUTEPIPELINESTATE_MISSING_ROOT_SIGNATURE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreatePipelinestateInvalidCachedblob">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEPIPELINESTATE_INVALIDCACHEDBLOB</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEPIPELINESTATE_INVALIDCACHEDBLOB</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreatePipelinestateCachedblobadaptermismatch">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEPIPELINESTATE_CACHEDBLOBADAPTERMISMATCH</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEPIPELINESTATE_CACHEDBLOBADAPTERMISMATCH</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreatePipelinestateCachedblobdriverversionmismatch">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEPIPELINESTATE_CACHEDBLOBDRIVERVERSIONMISMATCH</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEPIPELINESTATE_CACHEDBLOBDRIVERVERSIONMISMATCH</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreatePipelinestateCachedblobdescmismatch">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEPIPELINESTATE_CACHEDBLOBDESCMISMATCH</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEPIPELINESTATE_CACHEDBLOBDESCMISMATCH</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreatePipelinestateCachedblobignored">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEPIPELINESTATE_CACHEDBLOBIGNORED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEPIPELINESTATE_CACHEDBLOBIGNORED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.WriteTosubresourceInvalidHeap">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_WRITETOSUBRESOURCE_INVALIDHEAP</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_WRITETOSUBRESOURCE_INVALIDHEAP</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.WriteTosubresourceInvalidResource">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_WRITETOSUBRESOURCE_INVALIDRESOURCE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_WRITETOSUBRESOURCE_INVALIDRESOURCE</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.WriteTosubresourceInvalidBox">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_WRITETOSUBRESOURCE_INVALIDBOX</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_WRITETOSUBRESOURCE_INVALIDBOX</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.WriteTosubresourceInvalidSubResource">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_WRITETOSUBRESOURCE_INVALIDSUBRESOURCE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_WRITETOSUBRESOURCE_INVALIDSUBRESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.WriteTosubresourceEmptyBox">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_WRITETOSUBRESOURCE_EMPTYBOX</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_WRITETOSUBRESOURCE_EMPTYBOX</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.ReadfromsubresourceInvalidHeap">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_READFROMSUBRESOURCE_INVALIDHEAP</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_READFROMSUBRESOURCE_INVALIDHEAP</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.ReadfromsubresourceInvalidResource">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_READFROMSUBRESOURCE_INVALIDRESOURCE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_READFROMSUBRESOURCE_INVALIDRESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.ReadfromsubresourceInvalidBox">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_READFROMSUBRESOURCE_INVALIDBOX</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_READFROMSUBRESOURCE_INVALIDBOX</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.ReadfromsubresourceInvalidSubResource">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_READFROMSUBRESOURCE_INVALIDSUBRESOURCE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_READFROMSUBRESOURCE_INVALIDSUBRESOURCE</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.ReadfromsubresourceEmptyBox">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_READFROMSUBRESOURCE_EMPTYBOX</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_READFROMSUBRESOURCE_EMPTYBOX</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.TooManyNodesSpecified">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_TOO_MANY_NODES_SPECIFIED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_TOO_MANY_NODES_SPECIFIED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.InvalidNodeIndex">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_INVALID_NODE_INDEX</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_INVALID_NODE_INDEX</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.GetHeappropertiesInvalidResource">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_GETHEAPPROPERTIES_INVALIDRESOURCE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_GETHEAPPROPERTIES_INVALIDRESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.NodeMaskMismatch">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_NODE_MASK_MISMATCH</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_NODE_MASK_MISMATCH</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CommandListOufOfMemory">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_COMMAND_LIST_OUTOFMEMORY</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_COMMAND_LIST_OUTOFMEMORY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CommandListMultipleSwapchainBufferReferences">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_COMMAND_LIST_MULTIPLE_SWAPCHAIN_BUFFER_REFERENCES</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_COMMAND_LIST_MULTIPLE_SWAPCHAIN_BUFFER_REFERENCES</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CommandListTooManySwapchainReferences">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_COMMAND_LIST_TOO_MANY_SWAPCHAIN_REFERENCES</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_COMMAND_LIST_TOO_MANY_SWAPCHAIN_REFERENCES</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CommandQueueTooManySwapchainReferences">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_COMMAND_QUEUE_TOO_MANY_SWAPCHAIN_REFERENCES</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_COMMAND_QUEUE_TOO_MANY_SWAPCHAIN_REFERENCES</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.ExecutecommandlistsWrongSwapchainbufferreference">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_EXECUTECOMMANDLISTS_WRONGSWAPCHAINBUFFERREFERENCE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_EXECUTECOMMANDLISTS_WRONGSWAPCHAINBUFFERREFERENCE</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CommandListSetRenderTargetsInvalidNumrendertargets">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_COMMAND_LIST_SETRENDERTARGETS_INVALIDNUMRENDERTARGETS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_COMMAND_LIST_SETRENDERTARGETS_INVALIDNUMRENDERTARGETS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateQueueInvalidType">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_QUEUE_INVALID_TYPE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_QUEUE_INVALID_TYPE</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreateQueueInvalidFlags">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_QUEUE_INVALID_FLAGS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_QUEUE_INVALID_FLAGS</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreateSharedresourceInvalidFlags">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATESHAREDRESOURCE_INVALIDFLAGS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATESHAREDRESOURCE_INVALIDFLAGS</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreateSharedresourceInvalidFormat">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATESHAREDRESOURCE_INVALIDFORMAT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATESHAREDRESOURCE_INVALIDFORMAT</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreateSharedheapInvalidFlags">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATESHAREDHEAP_INVALIDFLAGS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATESHAREDHEAP_INVALIDFLAGS</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.ReflectsharedpropertiesUnrecognizedProperties">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_REFLECTSHAREDPROPERTIES_UNRECOGNIZEDPROPERTIES</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_REFLECTSHAREDPROPERTIES_UNRECOGNIZEDPROPERTIES</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.ReflectsharedpropertiesInvalidSize">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_REFLECTSHAREDPROPERTIES_INVALIDSIZE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_REFLECTSHAREDPROPERTIES_INVALIDSIZE</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.ReflectsharedpropertiesInvalidObject">
            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_REFLECTSHAREDPROPERTIES_INVALIDOBJECT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_REFLECTSHAREDPROPERTIES_INVALIDOBJECT</unmanaged-short>
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            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_KEYEDMUTEX_INVALIDOBJECT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_KEYEDMUTEX_INVALIDOBJECT</unmanaged-short>
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            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_KEYEDMUTEX_INVALIDKEY</unmanaged>
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            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_KEYEDMUTEX_WRONGSTATE</unmanaged>
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            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_QUEUE_INVALID_PRIORITY</unmanaged>
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        <member name="F:SharpDX.Direct3D12.MessageId.ObjectDeletedWhileStillInUse">
            <summary>
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_OBJECT_DELETED_WHILE_STILL_IN_USE</unmanaged>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreatePipelinestateInvalidFlags">
            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEPIPELINESTATE_INVALID_FLAGS</unmanaged>
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        <member name="F:SharpDX.Direct3D12.MessageId.HeapAddressRangeHasNoResource">
            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_HEAP_ADDRESS_RANGE_HAS_NO_RESOURCE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_HEAP_ADDRESS_RANGE_HAS_NO_RESOURCE</unmanaged-short>
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            <summary>
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            <doc-id>dn950146</doc-id>
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            <unmanaged-short>D3D12_MESSAGE_ID_COMMAND_LIST_DRAW_RENDER_TARGET_DELETED</unmanaged-short>
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            <summary>
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_ALL_RENDER_TARGETS_HAVE_UNKNOWN_FORMAT</unmanaged>
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        <member name="F:SharpDX.Direct3D12.MessageId.HeapAddressRangeIntersectsMultipleBuffers">
            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_HEAP_ADDRESS_RANGE_INTERSECTS_MULTIPLE_BUFFERS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_HEAP_ADDRESS_RANGE_INTERSECTS_MULTIPLE_BUFFERS</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.ExecutecommandlistsGpuWrittenReadbackResourceMapped">
            <summary>
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            <doc-id>dn950146</doc-id>
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        <member name="F:SharpDX.Direct3D12.MessageId.UnmapRangeNotNeeded">
            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_UNMAP_RANGE_NOT_NEEDED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_UNMAP_RANGE_NOT_NEEDED</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.UnmapRangeNotEmpty">
            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_UNMAP_RANGE_NOT_EMPTY</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_UNMAP_RANGE_NOT_EMPTY</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.MapInvalidNullRange">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_MAP_INVALID_NULLRANGE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_MAP_INVALID_NULLRANGE</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.UnmapInvalidNullRange">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_UNMAP_INVALID_NULLRANGE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_UNMAP_INVALID_NULLRANGE</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.NoGraphicsApiSupport">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_NO_GRAPHICS_API_SUPPORT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_NO_GRAPHICS_API_SUPPORT</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.NoComputeApiSupport">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_NO_COMPUTE_API_SUPPORT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_NO_COMPUTE_API_SUPPORT</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.ResolvesubresourceResourceFlagsNotSupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RESOLVESUBRESOURCE_RESOURCE_FLAGS_NOT_SUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RESOLVESUBRESOURCE_RESOURCE_FLAGS_NOT_SUPPORTED</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.GpuBasedValidationRootArgumentUninitialized">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
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        <member name="F:SharpDX.Direct3D12.MessageId.CommandListRootUnorderedAccessViewNotSet">
            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
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            <unmanaged-short>D3D12_MESSAGE_ID_COMMAND_LIST_ROOT_UNORDERED_ACCESS_VIEW_NOT_SET</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.DiscardInvalidSubResourceRange">
            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DISCARD_INVALID_SUBRESOURCE_RANGE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DISCARD_INVALID_SUBRESOURCE_RANGE</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.DiscardOneSubResourceForMipsWithRectangles">
            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DISCARD_ONE_SUBRESOURCE_FOR_MIPS_WITH_RECTS</unmanaged>
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        <member name="F:SharpDX.Direct3D12.MessageId.DiscardNoRectanglesForNonTexture2D">
            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DISCARD_NO_RECTS_FOR_NON_TEXTURE2D</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DISCARD_NO_RECTS_FOR_NON_TEXTURE2D</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CopyOnSameSubResource">
            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_COPY_ON_SAME_SUBRESOURCE</unmanaged>
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            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_SETRESIDENCYPRIORITY_INVALID_PAGEABLE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_SETRESIDENCYPRIORITY_INVALID_PAGEABLE</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.GpuBasedValidationUnsupported">
            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_GPU_BASED_VALIDATION_UNSUPPORTED</unmanaged>
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            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_STATIC_DESCRIPTOR_INVALID_DESCRIPTOR_CHANGE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_STATIC_DESCRIPTOR_INVALID_DESCRIPTOR_CHANGE</unmanaged-short>
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            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DATA_STATIC_DESCRIPTOR_INVALID_DATA_CHANGE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DATA_STATIC_DESCRIPTOR_INVALID_DATA_CHANGE</unmanaged-short>
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            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DATA_STATIC_WHILE_SET_AT_EXECUTE_DESCRIPTOR_INVALID_DATA_CHANGE</unmanaged>
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            <summary>
            No documentation.
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            <unmanaged>D3D12_MESSAGE_ID_EXECUTE_BUNDLE_STATIC_DESCRIPTOR_DATA_STATIC_NOT_SET</unmanaged>
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            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_GPU_BASED_VALIDATION_RESOURCE_ACCESS_OUT_OF_BOUNDS</unmanaged>
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            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_GPU_BASED_VALIDATION_SAMPLER_MODE_MISMATCH</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_GPU_BASED_VALIDATION_SAMPLER_MODE_MISMATCH</unmanaged-short>
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            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_FENCE_INVALID_FLAGS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_FENCE_INVALID_FLAGS</unmanaged-short>
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            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RESOURCE_BARRIER_DUPLICATE_SUBRESOURCE_TRANSITIONS</unmanaged>
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            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_SETRESIDENCYPRIORITY_INVALID_PRIORITY</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_SETRESIDENCYPRIORITY_INVALID_PRIORITY</unmanaged-short>
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            <summary>
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_PASS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_PASS</unmanaged-short>
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            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DESTROY_PASS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DESTROY_PASS</unmanaged-short>
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            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_PASS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_PASS</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreateDescriptorHeapLargeNumDescriptorS">
            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_DESCRIPTOR_HEAP_LARGE_NUM_DESCRIPTORS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_DESCRIPTOR_HEAP_LARGE_NUM_DESCRIPTORS</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.BeginEvent">
            <summary>
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            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_BEGIN_EVENT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_BEGIN_EVENT</unmanaged-short>
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            <summary>
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            <doc-id>dn950146</doc-id>
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            <unmanaged-short>D3D12_MESSAGE_ID_END_EVENT</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreateDeviceDebugLayerStartupOptions">
            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEDEVICE_DEBUG_LAYER_STARTUP_OPTIONS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEDEVICE_DEBUG_LAYER_STARTUP_OPTIONS</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreateDepthStencilStateDepthBoundstestUnsupported">
            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEDEPTHSTENCILSTATE_DEPTHBOUNDSTEST_UNSUPPORTED</unmanaged>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreatePipelinestateDuplicateSubObject">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEPIPELINESTATE_DUPLICATE_SUBOBJECT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEPIPELINESTATE_DUPLICATE_SUBOBJECT</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreatePipelinestateUnknownSubObject">
            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEPIPELINESTATE_UNKNOWN_SUBOBJECT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEPIPELINESTATE_UNKNOWN_SUBOBJECT</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.CreatePipelinestateZeroSizeStream">
            <summary>
            No documentation.
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEPIPELINESTATE_ZERO_SIZE_STREAM</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEPIPELINESTATE_ZERO_SIZE_STREAM</unmanaged-short>
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            <summary>
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEPIPELINESTATE_INVALID_STREAM</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEPIPELINESTATE_INVALID_STREAM</unmanaged-short>
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            <summary>
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            <unmanaged-short>D3D12_MESSAGE_ID_CREATEPIPELINESTATE_CANNOT_DEDUCE_TYPE</unmanaged-short>
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            <summary>
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            <unmanaged>D3D12_MESSAGE_ID_COMMAND_LIST_STATIC_DESCRIPTOR_RESOURCE_DIMENSION_MISMATCH</unmanaged>
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            <summary>
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_COMMAND_QUEUE_INSUFFICIENT_PRIVILEGE_FOR_GLOBAL_REALTIME</unmanaged>
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            <summary>
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_COMMAND_QUEUE_INSUFFICIENT_HARDWARE_SUPPORT_FOR_GLOBAL_REALTIME</unmanaged>
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            <summary>
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_ATOMICCOPYBUFFER_INVALID_ARCHITECTURE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_ATOMICCOPYBUFFER_INVALID_ARCHITECTURE</unmanaged-short>
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            <summary>
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_ATOMICCOPYBUFFER_NULL_DST</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_ATOMICCOPYBUFFER_NULL_DST</unmanaged-short>
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            <summary>
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            <doc-id>dn950146</doc-id>
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            <unmanaged-short>D3D12_MESSAGE_ID_ATOMICCOPYBUFFER_INVALID_DST_RESOURCE_DIMENSION</unmanaged-short>
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            <summary>
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            <doc-id>dn950146</doc-id>
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            <summary>
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            <doc-id>dn950146</doc-id>
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            <summary>
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            <doc-id>dn950146</doc-id>
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            <summary>
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            <summary>
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            <doc-id>dn950146</doc-id>
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            <doc-id>dn950146</doc-id>
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            <summary>
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            <doc-id>dn950146</doc-id>
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            <summary>
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            <summary>
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            <summary>
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            <summary>
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            <doc-id>dn950146</doc-id>
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_ATOMICCOPYBUFFER_ZERO_DEPENDENCIES</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_ATOMICCOPYBUFFER_ZERO_DEPENDENCIES</unmanaged-short>
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            <summary>
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DEVICE_CREATE_SHARED_HANDLE_INVALIDARG</unmanaged>
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            <doc-id>dn950146</doc-id>
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            <summary>
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_SETDEPTHBOUNDS_INVALIDARGS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_SETDEPTHBOUNDS_INVALIDARGS</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.GpuBasedValidationResourceStateImprecise">
            <summary>
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_GPU_BASED_VALIDATION_RESOURCE_STATE_IMPRECISE</unmanaged>
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            <summary>
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            <doc-id>dn950146</doc-id>
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            <unmanaged-short>D3D12_MESSAGE_ID_COMMAND_LIST_PIPELINE_STATE_NOT_SET</unmanaged-short>
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            <summary>
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            <doc-id>dn950146</doc-id>
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        <member name="F:SharpDX.Direct3D12.MessageId.ObjectAccessEdWhileStillInUse">
            <summary>
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            <doc-id>dn950146</doc-id>
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            <unmanaged-short>D3D12_MESSAGE_ID_OBJECT_ACCESSED_WHILE_STILL_IN_USE</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.ProgrammableMSAAUnsupported">
            <summary>
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            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_PROGRAMMABLE_MSAA_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_PROGRAMMABLE_MSAA_UNSUPPORTED</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.SetSamplepositionsInvalidArguments">
            <summary>
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            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_SETSAMPLEPOSITIONS_INVALIDARGS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_SETSAMPLEPOSITIONS_INVALIDARGS</unmanaged-short>
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        <member name="F:SharpDX.Direct3D12.MessageId.ResolvesubresourceregionInvalidRectangle">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_RESOLVESUBRESOURCEREGION_INVALID_RECT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_RESOLVESUBRESOURCEREGION_INVALID_RECT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateVideoDecodecommandqueue">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_VIDEODECODECOMMANDQUEUE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_VIDEODECODECOMMANDQUEUE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateVideoProcesscommandlist">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_VIDEOPROCESSCOMMANDLIST</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_VIDEOPROCESSCOMMANDLIST</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateVideoProcesscommandqueue">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_VIDEOPROCESSCOMMANDQUEUE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_VIDEOPROCESSCOMMANDQUEUE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveVideoDecodecommandqueue">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_VIDEODECODECOMMANDQUEUE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_VIDEODECODECOMMANDQUEUE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveVideoProcesscommandlist">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_VIDEOPROCESSCOMMANDLIST</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_VIDEOPROCESSCOMMANDLIST</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveVideoProcesscommandqueue">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_VIDEOPROCESSCOMMANDQUEUE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_VIDEOPROCESSCOMMANDQUEUE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DestroyVideoDecodecommandqueue">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DESTROY_VIDEODECODECOMMANDQUEUE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DESTROY_VIDEODECODECOMMANDQUEUE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DestroyVideoProcesscommandlist">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DESTROY_VIDEOPROCESSCOMMANDLIST</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DESTROY_VIDEOPROCESSCOMMANDLIST</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DestroyVideoProcesscommandqueue">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DESTROY_VIDEOPROCESSCOMMANDQUEUE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DESTROY_VIDEOPROCESSCOMMANDQUEUE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateVideoProcessor">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_VIDEOPROCESSOR</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_VIDEOPROCESSOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateVideoProcessstream">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_VIDEOPROCESSSTREAM</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_VIDEOPROCESSSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveVideoProcessor">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_VIDEOPROCESSOR</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_VIDEOPROCESSOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveVideoProcessstream">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_VIDEOPROCESSSTREAM</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_VIDEOPROCESSSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DestroyVideoProcessor">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DESTROY_VIDEOPROCESSOR</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DESTROY_VIDEOPROCESSOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DestroyVideoProcessstream">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DESTROY_VIDEOPROCESSSTREAM</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DESTROY_VIDEOPROCESSSTREAM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.ProcessFrameInvalidParameters">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_PROCESS_FRAME_INVALID_PARAMETERS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_PROCESS_FRAME_INVALID_PARAMETERS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CopyInvalidLayout">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_COPY_INVALIDLAYOUT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_COPY_INVALIDLAYOUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateCryptoSession">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_CRYPTO_SESSION</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_CRYPTO_SESSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateCryptoSessionPolicy">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_CRYPTO_SESSION_POLICY</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_CRYPTO_SESSION_POLICY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateProtectedResourceSession">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_PROTECTED_RESOURCE_SESSION</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_PROTECTED_RESOURCE_SESSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveCryptoSession">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_CRYPTO_SESSION</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_CRYPTO_SESSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveCryptoSessionPolicy">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_CRYPTO_SESSION_POLICY</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_CRYPTO_SESSION_POLICY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveProtectedResourceSession">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_PROTECTED_RESOURCE_SESSION</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_PROTECTED_RESOURCE_SESSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DestroyCryptoSession">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DESTROY_CRYPTO_SESSION</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DESTROY_CRYPTO_SESSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DestroyCryptoSessionPolicy">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DESTROY_CRYPTO_SESSION_POLICY</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DESTROY_CRYPTO_SESSION_POLICY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DestroyProtectedResourceSession">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DESTROY_PROTECTED_RESOURCE_SESSION</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DESTROY_PROTECTED_RESOURCE_SESSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.ProtectedResourceSessionUnsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_PROTECTED_RESOURCE_SESSION_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_PROTECTED_RESOURCE_SESSION_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.FenceInvalidOperation">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_FENCE_INVALIDOPERATION</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_FENCE_INVALIDOPERATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateQueryHeapCopyQueueTimestampsNotSupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEQUERY_HEAP_COPY_QUEUE_TIMESTAMPS_NOT_SUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEQUERY_HEAP_COPY_QUEUE_TIMESTAMPS_NOT_SUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.SamplepositionsMismatchDeferred">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_SAMPLEPOSITIONS_MISMATCH_DEFERRED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_SAMPLEPOSITIONS_MISMATCH_DEFERRED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.SamplepositionsMismatchRecordtimeAssumedfromfirstuse">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_SAMPLEPOSITIONS_MISMATCH_RECORDTIME_ASSUMEDFROMFIRSTUSE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_SAMPLEPOSITIONS_MISMATCH_RECORDTIME_ASSUMEDFROMFIRSTUSE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.SamplepositionsMismatchRecordtimeAssumedfromclear">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_SAMPLEPOSITIONS_MISMATCH_RECORDTIME_ASSUMEDFROMCLEAR</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_SAMPLEPOSITIONS_MISMATCH_RECORDTIME_ASSUMEDFROMCLEAR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateVideoDecoderheap">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_VIDEODECODERHEAP</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_VIDEODECODERHEAP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.LiveVideoDecoderheap">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_LIVE_VIDEODECODERHEAP</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_LIVE_VIDEODECODERHEAP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.DestroyVideoDecoderheap">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_DESTROY_VIDEODECODERHEAP</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_DESTROY_VIDEODECODERHEAP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.OpenExistingheapInvalidArgumentReturn">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_OPENEXISTINGHEAP_INVALIDARG_RETURN</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_OPENEXISTINGHEAP_INVALIDARG_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.OpenExistingheapOufOfMemoryReturn">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_OPENEXISTINGHEAP_OUTOFMEMORY_RETURN</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_OPENEXISTINGHEAP_OUTOFMEMORY_RETURN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.OpenExistingheapInvalidAddress">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_OPENEXISTINGHEAP_INVALIDADDRESS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_OPENEXISTINGHEAP_INVALIDADDRESS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.OpenExistingheapInvalidHandle">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_OPENEXISTINGHEAP_INVALIDHANDLE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_OPENEXISTINGHEAP_INVALIDHANDLE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.WriteBufferImmediateInvalidDestination">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_WRITEBUFFERIMMEDIATE_INVALID_DEST</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_WRITEBUFFERIMMEDIATE_INVALID_DEST</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.WriteBufferImmediateInvalidMode">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_WRITEBUFFERIMMEDIATE_INVALID_MODE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_WRITEBUFFERIMMEDIATE_INVALID_MODE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.WriteBufferImmediateInvalidAlignment">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_WRITEBUFFERIMMEDIATE_INVALID_ALIGNMENT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_WRITEBUFFERIMMEDIATE_INVALID_ALIGNMENT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.WriteBufferImmediateNotSupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_WRITEBUFFERIMMEDIATE_NOT_SUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_WRITEBUFFERIMMEDIATE_NOT_SUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.SetViewInstanceMaskInvalidArguments">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_SETVIEWINSTANCEMASK_INVALIDARGS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_SETVIEWINSTANCEMASK_INVALIDARGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.ViewInstancingUnsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_VIEW_INSTANCING_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_VIEW_INSTANCING_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.ViewInstancingInvalidArguments">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_VIEW_INSTANCING_INVALIDARGS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_VIEW_INSTANCING_INVALIDARGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CopyTextureRegionMismatchDecodeReferenceOnlyFlags">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_COPYTEXTUREREGION_MISMATCH_DECODE_REFERENCE_ONLY_FLAG</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_COPYTEXTUREREGION_MISMATCH_DECODE_REFERENCE_ONLY_FLAG</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CopyResourceMismatchDecodeReferenceOnlyFlags">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_COPYRESOURCE_MISMATCH_DECODE_REFERENCE_ONLY_FLAG</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_COPYRESOURCE_MISMATCH_DECODE_REFERENCE_ONLY_FLAG</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateVideoDecodeHeapCapsFailure">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_VIDEO_DECODE_HEAP_CAPS_FAILURE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_VIDEO_DECODE_HEAP_CAPS_FAILURE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateVideoDecodeHeapCapsUnsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_VIDEO_DECODE_HEAP_CAPS_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_VIDEO_DECODE_HEAP_CAPS_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.VideoDecodeSupportInvalidInput">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_VIDEO_DECODE_SUPPORT_INVALID_INPUT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_VIDEO_DECODE_SUPPORT_INVALID_INPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateVideoDecoderUnsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_VIDEO_DECODER_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_VIDEO_DECODER_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateGraphicspipelinestateMetadataError">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_METADATA_ERROR</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_METADATA_ERROR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateGraphicspipelinestateViewInstancingVertexSizeExceeded">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_VIEW_INSTANCING_VERTEX_SIZE_EXCEEDED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_VIEW_INSTANCING_VERTEX_SIZE_EXCEEDED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateGraphicspipelinestateRuntimeInternalError">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_RUNTIME_INTERNAL_ERROR</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATEGRAPHICSPIPELINESTATE_RUNTIME_INTERNAL_ERROR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.NoVideoApiSupport">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_NO_VIDEO_API_SUPPORT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_NO_VIDEO_API_SUPPORT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.VideoProcessSupportInvalidInput">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_VIDEO_PROCESS_SUPPORT_INVALID_INPUT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_VIDEO_PROCESS_SUPPORT_INVALID_INPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.CreateVideoProcessorCapsFailure">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_CREATE_VIDEO_PROCESSOR_CAPS_FAILURE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_CREATE_VIDEO_PROCESSOR_CAPS_FAILURE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.VideoProcessSupportUnsupportedFormat">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_VIDEO_PROCESS_SUPPORT_UNSUPPORTED_FORMAT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_VIDEO_PROCESS_SUPPORT_UNSUPPORTED_FORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.VideoDecodeFrameInvalidArgument">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_VIDEO_DECODE_FRAME_INVALID_ARGUMENT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_VIDEO_DECODE_FRAME_INVALID_ARGUMENT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.EnqueueMakeResidentInvalidFlags">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_ENQUEUE_MAKE_RESIDENT_INVALID_FLAGS</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_ENQUEUE_MAKE_RESIDENT_INVALID_FLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.OpenExistingheapUnsupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_OPENEXISTINGHEAP_UNSUPPORTED</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_OPENEXISTINGHEAP_UNSUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.VideoProcessFramesInvalidArgument">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_VIDEO_PROCESS_FRAMES_INVALID_ARGUMENT</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_VIDEO_PROCESS_FRAMES_INVALID_ARGUMENT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageId.D3D12MessagesEnd">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn950146</doc-id>
            <unmanaged>D3D12_MESSAGE_ID_D3D12_MESSAGES_END</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_ID_D3D12_MESSAGES_END</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.MessageSeverity">
            <summary>
            <p> Debug message severity levels for an information queue.</p>
            </summary>
            <remarks>
            <p> Use these values to allow or deny message categories to pass through the storage and retrieval filters for an information queue (see <strong><see cref = "T:SharpDX.Direct3D12.InfoQueueFilter"/></strong>). This API is used by <strong>AddApplicationMessage</strong> and <strong>AddMessage</strong>. </p>
            </remarks>
            <doc-id>dn950147</doc-id>
            <unmanaged>D3D12_MESSAGE_SEVERITY</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_SEVERITY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageSeverity.Corruption">
            <summary>
            <dd> <p> Indicates a corruption error. </p> </dd>
            </summary>
            <doc-id>dn950147</doc-id>
            <unmanaged>D3D12_MESSAGE_SEVERITY_CORRUPTION</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_SEVERITY_CORRUPTION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageSeverity.Error">
            <summary>
            <dd> <p> Indicates an error. </p> </dd>
            </summary>
            <doc-id>dn950147</doc-id>
            <unmanaged>D3D12_MESSAGE_SEVERITY_ERROR</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_SEVERITY_ERROR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageSeverity.Warning">
            <summary>
            <dd> <p> Indicates a warning. </p> </dd>
            </summary>
            <doc-id>dn950147</doc-id>
            <unmanaged>D3D12_MESSAGE_SEVERITY_WARNING</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_SEVERITY_WARNING</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageSeverity.Information">
            <summary>
            <dd> <p> Indicates an information message. </p> </dd>
            </summary>
            <doc-id>dn950147</doc-id>
            <unmanaged>D3D12_MESSAGE_SEVERITY_INFO</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_SEVERITY_INFO</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MessageSeverity.Message">
            <summary>
            <dd> <p> Indicates a message other than corruption, error, warning or information. </p> </dd>
            </summary>
            <doc-id>dn950147</doc-id>
            <unmanaged>D3D12_MESSAGE_SEVERITY_MESSAGE</unmanaged>
            <unmanaged-short>D3D12_MESSAGE_SEVERITY_MESSAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MultipleFenceWaitFlags.None">
            <summary>
            <dd> <p>Indicates that none of the fences need to be waited on.</p> </dd>
            </summary>
            <doc-id>mt709118</doc-id>
            <unmanaged>D3D12_MULTIPLE_FENCE_WAIT_FLAG_NONE</unmanaged>
            <unmanaged-short>D3D12_MULTIPLE_FENCE_WAIT_FLAG_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MultipleFenceWaitFlags.Any">
            <summary>
            <dd> <p>Indicates that any one of the fences need to be waited on.</p> </dd>
            </summary>
            <doc-id>mt709118</doc-id>
            <unmanaged>D3D12_MULTIPLE_FENCE_WAIT_FLAG_ANY</unmanaged>
            <unmanaged-short>D3D12_MULTIPLE_FENCE_WAIT_FLAG_ANY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MultipleFenceWaitFlags.All">
            <summary>
            <dd> <p>Indicates that all the fences need to be waited on.</p> </dd>
            </summary>
            <doc-id>mt709118</doc-id>
            <unmanaged>D3D12_MULTIPLE_FENCE_WAIT_FLAG_ALL</unmanaged>
            <unmanaged-short>D3D12_MULTIPLE_FENCE_WAIT_FLAG_ALL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MultisampleQualityLevelFlags.SFlagsNone">
            <summary>
            <dd> <p> No options are supported. </p> </dd>
            </summary>
            <doc-id>dn986735</doc-id>
            <unmanaged>D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE</unmanaged>
            <unmanaged-short>D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MultisampleQualityLevelFlags.SFlagsTiledResource">
            <summary>
            <dd> <p> The number of quality levels can be determined for tiled resources. </p> </dd>
            </summary>
            <doc-id>dn986735</doc-id>
            <unmanaged>D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_TILED_RESOURCE</unmanaged>
            <unmanaged-short>D3D12_MULTISAMPLE_QUALITY_LEVELS_FLAG_TILED_RESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.MultisampleQualityLevelFlags.None">
            <summary>
            None
            </summary>
            <unmanaged>None</unmanaged>
            <unmanaged-short>None</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PipelineStateFlags.None">
            <summary>
            <dd> <p> Indicates no flags. </p> </dd>
            </summary>
            <doc-id>dn986737</doc-id>
            <unmanaged>D3D12_PIPELINE_STATE_FLAG_NONE</unmanaged>
            <unmanaged-short>D3D12_PIPELINE_STATE_FLAG_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PipelineStateFlags.ToolDebug">
            <summary>
            <dd> <p> Indicates that the pipeline state should be compiled with additional information to assist debugging. This can only be set on WARP devices.
            </p> </dd>
            </summary>
            <doc-id>dn986737</doc-id>
            <unmanaged>D3D12_PIPELINE_STATE_FLAG_TOOL_DEBUG</unmanaged>
            <unmanaged-short>D3D12_PIPELINE_STATE_FLAG_TOOL_DEBUG</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.PipelineStateSubObjectType">
            <summary>
            <p>Specifies what to clear from the depth stencil view.</p>
            </summary>
            <remarks>
            <p> This enum is used by <strong>ID3D12GraphicsCommandList::ClearDepthStencilView</strong>. The flags can be combined to clear all. </p>
            </remarks>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE</unmanaged>
            <unmanaged-short>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PipelineStateSubObjectType.RootSignature">
            <summary>
            <dd> <p>Indicates the depth buffer should be cleared.</p> </dd>
            </summary>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_ROOT_SIGNATURE</unmanaged>
            <unmanaged-short>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_ROOT_SIGNATURE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PipelineStateSubObjectType.VertexShader">
            <summary>
            <dd> <p>Indicates the stencil buffer should be cleared.</p> </dd>
            </summary>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_VS</unmanaged>
            <unmanaged-short>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_VS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PipelineStateSubObjectType.PixelShader">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_PS</unmanaged>
            <unmanaged-short>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_PS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PipelineStateSubObjectType.DomainShader">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DS</unmanaged>
            <unmanaged-short>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PipelineStateSubObjectType.HullShader">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_HS</unmanaged>
            <unmanaged-short>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_HS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PipelineStateSubObjectType.GeometryShader">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_GS</unmanaged>
            <unmanaged-short>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_GS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PipelineStateSubObjectType.ComputeShader">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_CS</unmanaged>
            <unmanaged-short>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_CS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PipelineStateSubObjectType.StreamOutput">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_STREAM_OUTPUT</unmanaged>
            <unmanaged-short>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_STREAM_OUTPUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PipelineStateSubObjectType.Blend">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_BLEND</unmanaged>
            <unmanaged-short>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_BLEND</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PipelineStateSubObjectType.SampleMask">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_SAMPLE_MASK</unmanaged>
            <unmanaged-short>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_SAMPLE_MASK</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PipelineStateSubObjectType.Rasterizer">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RASTERIZER</unmanaged>
            <unmanaged-short>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RASTERIZER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PipelineStateSubObjectType.DepthStencil">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL</unmanaged>
            <unmanaged-short>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PipelineStateSubObjectType.InputLayout">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_INPUT_LAYOUT</unmanaged>
            <unmanaged-short>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_INPUT_LAYOUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PipelineStateSubObjectType.IndexBufferStripCutValue">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_IB_STRIP_CUT_VALUE</unmanaged>
            <unmanaged-short>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_IB_STRIP_CUT_VALUE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PipelineStateSubObjectType.PrimitiveTopology">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_PRIMITIVE_TOPOLOGY</unmanaged>
            <unmanaged-short>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_PRIMITIVE_TOPOLOGY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PipelineStateSubObjectType.RenderTargetFormatS">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RENDER_TARGET_FORMATS</unmanaged>
            <unmanaged-short>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_RENDER_TARGET_FORMATS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PipelineStateSubObjectType.DepthStencilFormat">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL_FORMAT</unmanaged>
            <unmanaged-short>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL_FORMAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PipelineStateSubObjectType.SampleDescription">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_SAMPLE_DESC</unmanaged>
            <unmanaged-short>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_SAMPLE_DESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PipelineStateSubObjectType.NodeMask">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_NODE_MASK</unmanaged>
            <unmanaged-short>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_NODE_MASK</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PipelineStateSubObjectType.CachedPixelShaderO">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_CACHED_PSO</unmanaged>
            <unmanaged-short>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_CACHED_PSO</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PipelineStateSubObjectType.Flags">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_FLAGS</unmanaged>
            <unmanaged-short>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_FLAGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PipelineStateSubObjectType.DepthStencil1">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL1</unmanaged>
            <unmanaged-short>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_DEPTH_STENCIL1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PipelineStateSubObjectType.ViewInstancing">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_VIEW_INSTANCING</unmanaged>
            <unmanaged-short>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_VIEW_INSTANCING</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PipelineStateSubObjectType.MaximumValid">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_MAX_VALID</unmanaged>
            <unmanaged-short>D3D12_PIPELINE_STATE_SUBOBJECT_TYPE_MAX_VALID</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.PredicationOperation">
            <summary>
            <p> Specifies the predication operation to apply. </p>
            </summary>
            <remarks>
            <p> This enum is used by <strong>SetPredication</strong>. </p><p> Predication is decoupled from queries. Predication can be set based on the value of 64-bits within a buffer. </p>
            </remarks>
            <doc-id>dn903807</doc-id>
            <unmanaged>D3D12_PREDICATION_OP</unmanaged>
            <unmanaged-short>D3D12_PREDICATION_OP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PredicationOperation.EqualZero">
            <summary>
            <dd> <p> Enables predication if all 64-bits are zero. </p> </dd>
            </summary>
            <doc-id>dn903807</doc-id>
            <unmanaged>D3D12_PREDICATION_OP_EQUAL_ZERO</unmanaged>
            <unmanaged-short>D3D12_PREDICATION_OP_EQUAL_ZERO</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PredicationOperation.NotEqualZero">
            <summary>
            <dd> <p> Enables predication if at least one of the 64-bits are not zero. </p> </dd>
            </summary>
            <doc-id>dn903807</doc-id>
            <unmanaged>D3D12_PREDICATION_OP_NOT_EQUAL_ZERO</unmanaged>
            <unmanaged-short>D3D12_PREDICATION_OP_NOT_EQUAL_ZERO</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.PrimitiveTopologyType">
            <summary>
            <p>Specifies how the pipeline interprets geometry or hull shader input primitives.</p>
            </summary>
            <remarks>
            <p>This enum is used by the <strong><see cref = "T:SharpDX.Direct3D12.GraphicsPipelineStateDescription"/></strong> structure.</p>
            </remarks>
            <doc-id>dn770385</doc-id>
            <unmanaged>D3D12_PRIMITIVE_TOPOLOGY_TYPE</unmanaged>
            <unmanaged-short>D3D12_PRIMITIVE_TOPOLOGY_TYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PrimitiveTopologyType.Undefined">
            <summary>
            <dd> <p>The shader has not been initialized with an input primitive type.</p> </dd>
            </summary>
            <doc-id>dn770385</doc-id>
            <unmanaged>D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED</unmanaged>
            <unmanaged-short>D3D12_PRIMITIVE_TOPOLOGY_TYPE_UNDEFINED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PrimitiveTopologyType.Point">
            <summary>
            <dd> <p>Interpret the input primitive as a point.</p> </dd>
            </summary>
            <doc-id>dn770385</doc-id>
            <unmanaged>D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT</unmanaged>
            <unmanaged-short>D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PrimitiveTopologyType.Line">
            <summary>
            <dd> <p>Interpret the input primitive as a line. </p> </dd>
            </summary>
            <doc-id>dn770385</doc-id>
            <unmanaged>D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE</unmanaged>
            <unmanaged-short>D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PrimitiveTopologyType.Triangle">
            <summary>
            <dd> <p>Interpret the input primitive as a triangle. </p> </dd>
            </summary>
            <doc-id>dn770385</doc-id>
            <unmanaged>D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE</unmanaged>
            <unmanaged-short>D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PrimitiveTopologyType.Patch">
            <summary>
            <dd> <p>Interpret the input primitive as a control point patch.</p> </dd>
            </summary>
            <doc-id>dn770385</doc-id>
            <unmanaged>D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH</unmanaged>
            <unmanaged-short>D3D12_PRIMITIVE_TOPOLOGY_TYPE_PATCH</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ProgrammableSamplePositionsTier">
            <summary>
            <p>Specifies what to clear from the depth stencil view.</p>
            </summary>
            <remarks>
            <p> This enum is used by <strong>ID3D12GraphicsCommandList::ClearDepthStencilView</strong>. The flags can be combined to clear all. </p>
            </remarks>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_PROGRAMMABLE_SAMPLE_POSITIONS_TIER</unmanaged>
            <unmanaged-short>D3D12_PROGRAMMABLE_SAMPLE_POSITIONS_TIER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ProgrammableSamplePositionsTier.TierNOTSupported">
            <summary>
            <dd> <p>Indicates the depth buffer should be cleared.</p> </dd>
            </summary>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_PROGRAMMABLE_SAMPLE_POSITIONS_TIER_NOT_SUPPORTED</unmanaged>
            <unmanaged-short>D3D12_PROGRAMMABLE_SAMPLE_POSITIONS_TIER_NOT_SUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ProgrammableSamplePositionsTier.Tier1">
            <summary>
            <dd> <p>Indicates the stencil buffer should be cleared.</p> </dd>
            </summary>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_PROGRAMMABLE_SAMPLE_POSITIONS_TIER_1</unmanaged>
            <unmanaged-short>D3D12_PROGRAMMABLE_SAMPLE_POSITIONS_TIER_1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ProgrammableSamplePositionsTier.Tier2">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_PROGRAMMABLE_SAMPLE_POSITIONS_TIER_2</unmanaged>
            <unmanaged-short>D3D12_PROGRAMMABLE_SAMPLE_POSITIONS_TIER_2</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.QueryHeapType">
            <summary>
            <p>Specifies the type of query heap to create.</p>
            </summary>
            <remarks>
            <p>This enum is used by the <strong><see cref = "T:SharpDX.Direct3D12.QueryHeapDescription"/></strong> structure.</p>
            </remarks>
            <doc-id>dn903811</doc-id>
            <unmanaged>D3D12_QUERY_HEAP_TYPE</unmanaged>
            <unmanaged-short>D3D12_QUERY_HEAP_TYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.QueryHeapType.Occlusion">
            <summary>
            <dd> <p>This returns a binary 0/1 result:  0 indicates that no samples passed depth and stencil testing, 1 indicates that at least one sample passed depth and stencil testing.  This enables occlusion queries to not interfere with any GPU performance optimization associated with depth/stencil testing.  </p> </dd>
            </summary>
            <doc-id>dn903811</doc-id>
            <unmanaged>D3D12_QUERY_HEAP_TYPE_OCCLUSION</unmanaged>
            <unmanaged-short>D3D12_QUERY_HEAP_TYPE_OCCLUSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.QueryHeapType.Timestamp">
            <summary>
            <dd> <p>Indicates that the heap is for high-performance timing data. </p> </dd>
            </summary>
            <doc-id>dn903811</doc-id>
            <unmanaged>D3D12_QUERY_HEAP_TYPE_TIMESTAMP</unmanaged>
            <unmanaged-short>D3D12_QUERY_HEAP_TYPE_TIMESTAMP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.QueryHeapType.PipelineStatistics">
            <summary>
            <dd> <p>Indicates the heap is to contain pipeline data. Refer to <strong><see cref = "T:SharpDX.Direct3D12.QueryDataPipelineStatistics"/></strong>.</p> </dd>
            </summary>
            <doc-id>dn903811</doc-id>
            <unmanaged>D3D12_QUERY_HEAP_TYPE_PIPELINE_STATISTICS</unmanaged>
            <unmanaged-short>D3D12_QUERY_HEAP_TYPE_PIPELINE_STATISTICS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.QueryHeapType.StreamOutputStatistics">
            <summary>
            <dd> <p>Indicates the heap is to contain stream output data. Refer to <strong><see cref = "T:SharpDX.Direct3D12.StreamOutputStatistics"/></strong>.</p> </dd>
            </summary>
            <doc-id>dn903811</doc-id>
            <unmanaged>D3D12_QUERY_HEAP_TYPE_SO_STATISTICS</unmanaged>
            <unmanaged-short>D3D12_QUERY_HEAP_TYPE_SO_STATISTICS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.QueryHeapType.VideoDecodeStatistics">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn903811</doc-id>
            <unmanaged>D3D12_QUERY_HEAP_TYPE_VIDEO_DECODE_STATISTICS</unmanaged>
            <unmanaged-short>D3D12_QUERY_HEAP_TYPE_VIDEO_DECODE_STATISTICS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.QueryHeapType.CopyQueueTimestamp">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn903811</doc-id>
            <unmanaged>D3D12_QUERY_HEAP_TYPE_COPY_QUEUE_TIMESTAMP</unmanaged>
            <unmanaged-short>D3D12_QUERY_HEAP_TYPE_COPY_QUEUE_TIMESTAMP</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.QueryType">
            <summary>
            <p>Specifies the type of query.</p>
            </summary>
            <remarks>
            <p>This enum is used by <strong>BeginQuery</strong>, <strong>EndQuery</strong> and <strong>ResolveQueryData.</strong> </p>
            </remarks>
            <doc-id>dn903812</doc-id>
            <unmanaged>D3D12_QUERY_TYPE</unmanaged>
            <unmanaged-short>D3D12_QUERY_TYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.QueryType.Occlusion">
            <summary>
            <dd> <p>Indicates the query is for depth/stencil occlusion counts.</p> </dd>
            </summary>
            <doc-id>dn903812</doc-id>
            <unmanaged>D3D12_QUERY_TYPE_OCCLUSION</unmanaged>
            <unmanaged-short>D3D12_QUERY_TYPE_OCCLUSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.QueryType.BinaryOcclusion">
            <summary>
            <dd> <p>Indicates the query is for a binary depth/stencil occlusion statistics. </p> <p>This new query type acts like D3D12_QUERY_TYPE_OCCLUSION except that it returns simply a binary 0/1 result:  0 indicates that no samples passed depth and stencil testing, 1 indicates that at least one sample passed depth and stencil testing.  This enables occlusion queries to not interfere with any GPU performance optimization associated with depth/stencil testing.  </p> </dd>
            </summary>
            <doc-id>dn903812</doc-id>
            <unmanaged>D3D12_QUERY_TYPE_BINARY_OCCLUSION</unmanaged>
            <unmanaged-short>D3D12_QUERY_TYPE_BINARY_OCCLUSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.QueryType.Timestamp">
            <summary>
            <dd> <p>Indicates the query is for high definition GPU and CPU timestamps.</p> </dd>
            </summary>
            <doc-id>dn903812</doc-id>
            <unmanaged>D3D12_QUERY_TYPE_TIMESTAMP</unmanaged>
            <unmanaged-short>D3D12_QUERY_TYPE_TIMESTAMP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.QueryType.PipelineStatistics">
            <summary>
            <dd> <p>Indicates the query type is for graphics pipeline statistics, refer to <strong><see cref = "T:SharpDX.Direct3D12.QueryDataPipelineStatistics"/></strong>.</p> </dd>
            </summary>
            <doc-id>dn903812</doc-id>
            <unmanaged>D3D12_QUERY_TYPE_PIPELINE_STATISTICS</unmanaged>
            <unmanaged-short>D3D12_QUERY_TYPE_PIPELINE_STATISTICS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.QueryType.StreamOutputStatisticsStream0">
            <summary>
            <dd> <p>Stream 0 output statistics. In Direct3D 12 there is no single stream output (SO) overflow query for all the output streams. Apps need to issue multiple single-stream queries, and then correlate the results. Stream output is the ability of the GPU to write vertices to a buffer. The stream output counters monitor progress.</p> </dd>
            </summary>
            <doc-id>dn903812</doc-id>
            <unmanaged>D3D12_QUERY_TYPE_SO_STATISTICS_STREAM0</unmanaged>
            <unmanaged-short>D3D12_QUERY_TYPE_SO_STATISTICS_STREAM0</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.QueryType.StreamOutputStatisticsStream1">
            <summary>
            <dd> <p>Stream 1 output statistics.</p> </dd>
            </summary>
            <doc-id>dn903812</doc-id>
            <unmanaged>D3D12_QUERY_TYPE_SO_STATISTICS_STREAM1</unmanaged>
            <unmanaged-short>D3D12_QUERY_TYPE_SO_STATISTICS_STREAM1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.QueryType.StreamOutputStatisticsStream2">
            <summary>
            <dd> <p>Stream 2 output statistics.</p> </dd>
            </summary>
            <doc-id>dn903812</doc-id>
            <unmanaged>D3D12_QUERY_TYPE_SO_STATISTICS_STREAM2</unmanaged>
            <unmanaged-short>D3D12_QUERY_TYPE_SO_STATISTICS_STREAM2</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.QueryType.StreamOutputStatisticsStream3">
            <summary>
            <dd> <p>Stream 3 output statistics.</p> </dd>
            </summary>
            <doc-id>dn903812</doc-id>
            <unmanaged>D3D12_QUERY_TYPE_SO_STATISTICS_STREAM3</unmanaged>
            <unmanaged-short>D3D12_QUERY_TYPE_SO_STATISTICS_STREAM3</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.QueryType.VideoDecodeStatistics">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn903812</doc-id>
            <unmanaged>D3D12_QUERY_TYPE_VIDEO_DECODE_STATISTICS</unmanaged>
            <unmanaged-short>D3D12_QUERY_TYPE_VIDEO_DECODE_STATISTICS</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.RenderTargetViewDimension">
            <summary>
            <p>Identifies the type of resource to view as a render target.</p>
            </summary>
            <remarks>
            <p>Specify one of the values in this enumeration in the <strong>ViewDimension</strong> member of a <strong><see cref = "T:SharpDX.Direct3D12.RenderTargetViewDescription"/></strong> structure.</p>
            </remarks>
            <doc-id>dn770402</doc-id>
            <unmanaged>D3D12_RTV_DIMENSION</unmanaged>
            <unmanaged-short>D3D12_RTV_DIMENSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDimension.Unknown">
            <summary>
            <dd> <p>Do not use this value, as it will cause <strong>ID3D12Device::CreateRenderTargetView</strong> to fail.</p> </dd>
            </summary>
            <doc-id>dn770402</doc-id>
            <unmanaged>D3D12_RTV_DIMENSION_UNKNOWN</unmanaged>
            <unmanaged-short>D3D12_RTV_DIMENSION_UNKNOWN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDimension.Buffer">
            <summary>
            <dd> <p>The resource will be accessed as a buffer.</p> </dd>
            </summary>
            <doc-id>dn770402</doc-id>
            <unmanaged>D3D12_RTV_DIMENSION_BUFFER</unmanaged>
            <unmanaged-short>D3D12_RTV_DIMENSION_BUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDimension.Texture1D">
            <summary>
            <dd> <p>The resource will be accessed as a 1D texture.</p> </dd>
            </summary>
            <doc-id>dn770402</doc-id>
            <unmanaged>D3D12_RTV_DIMENSION_TEXTURE1D</unmanaged>
            <unmanaged-short>D3D12_RTV_DIMENSION_TEXTURE1D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDimension.Texture1DArray">
            <summary>
            <dd> <p>The resource will be accessed as an array of 1D textures.</p> </dd>
            </summary>
            <doc-id>dn770402</doc-id>
            <unmanaged>D3D12_RTV_DIMENSION_TEXTURE1DARRAY</unmanaged>
            <unmanaged-short>D3D12_RTV_DIMENSION_TEXTURE1DARRAY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDimension.Texture2D">
            <summary>
            <dd> <p>The resource will be accessed as a 2D texture.</p> </dd>
            </summary>
            <doc-id>dn770402</doc-id>
            <unmanaged>D3D12_RTV_DIMENSION_TEXTURE2D</unmanaged>
            <unmanaged-short>D3D12_RTV_DIMENSION_TEXTURE2D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDimension.Texture2DArray">
            <summary>
            <dd> <p>The resource will be accessed as an array of 2D textures.</p> </dd>
            </summary>
            <doc-id>dn770402</doc-id>
            <unmanaged>D3D12_RTV_DIMENSION_TEXTURE2DARRAY</unmanaged>
            <unmanaged-short>D3D12_RTV_DIMENSION_TEXTURE2DARRAY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDimension.Texture2DMultisampled">
            <summary>
            <dd> <p>The resource will be accessed as a 2D texture with multisampling.</p> </dd>
            </summary>
            <doc-id>dn770402</doc-id>
            <unmanaged>D3D12_RTV_DIMENSION_TEXTURE2DMS</unmanaged>
            <unmanaged-short>D3D12_RTV_DIMENSION_TEXTURE2DMS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDimension.Texture2DMultisampledArray">
            <summary>
            <dd> <p>The resource will be accessed as an array of 2D textures with multisampling.</p> </dd>
            </summary>
            <doc-id>dn770402</doc-id>
            <unmanaged>D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY</unmanaged>
            <unmanaged-short>D3D12_RTV_DIMENSION_TEXTURE2DMSARRAY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDimension.Texture3D">
            <summary>
            <dd> <p>The resource will be accessed as a 3D texture.</p> </dd>
            </summary>
            <doc-id>dn770402</doc-id>
            <unmanaged>D3D12_RTV_DIMENSION_TEXTURE3D</unmanaged>
            <unmanaged-short>D3D12_RTV_DIMENSION_TEXTURE3D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ReportingLevel.None">
            <summary>
            <dd></dd>
            </summary>
            <doc-id>dn950148</doc-id>
            <unmanaged>D3D12_RLDO_NONE</unmanaged>
            <unmanaged-short>D3D12_RLDO_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ReportingLevel.Summary">
            <summary>
            <dd> <p>Obtain a summary about a live device object's lifetime.  </p> </dd>
            </summary>
            <doc-id>dn950148</doc-id>
            <unmanaged>D3D12_RLDO_SUMMARY</unmanaged>
            <unmanaged-short>D3D12_RLDO_SUMMARY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ReportingLevel.Detail">
            <summary>
            <dd> <p>Obtain detailed information about a live device object's lifetime.  </p> </dd>
            </summary>
            <doc-id>dn950148</doc-id>
            <unmanaged>D3D12_RLDO_DETAIL</unmanaged>
            <unmanaged-short>D3D12_RLDO_DETAIL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ReportingLevel.IgnoreInternal">
            <summary>
            <dd> <p> Internal use only.</p> </dd>
            </summary>
            <doc-id>dn950148</doc-id>
            <unmanaged>D3D12_RLDO_IGNORE_INTERNAL</unmanaged>
            <unmanaged-short>D3D12_RLDO_IGNORE_INTERNAL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResidencyFlags.None">
            <summary>
            <dd> <p>Specifies the default residency policy, which allows residency operations to succeed regardless of the application's current memory budget. EnqueueMakeResident returns E_OUTOFMEMORY only when there is no memory available.</p> </dd>
            </summary>
            <doc-id>mt844809</doc-id>
            <unmanaged>D3D12_RESIDENCY_FLAG_NONE</unmanaged>
            <unmanaged-short>D3D12_RESIDENCY_FLAG_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResidencyFlags.DenyOverbudget">
            <summary>
            <dd> <p>Specifies that the EnqueueMakeResident function should return E_OUTOFMEMORY when the residency operation would exceed the application's current memory budget.</p> </dd>
            </summary>
            <doc-id>mt844809</doc-id>
            <unmanaged>D3D12_RESIDENCY_FLAG_DENY_OVERBUDGET</unmanaged>
            <unmanaged-short>D3D12_RESIDENCY_FLAG_DENY_OVERBUDGET</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ResidencyPriority">
            <summary>
            <p>Specifies a residence priority.</p>
            </summary>
            <remarks>
            <p>This enum is used by the <strong>SetResidencyPriority</strong> method.</p>
            </remarks>
            <doc-id>mt709119</doc-id>
            <unmanaged>D3D12_RESIDENCY_PRIORITY</unmanaged>
            <unmanaged-short>D3D12_RESIDENCY_PRIORITY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResidencyPriority.Minimum">
            <summary>
            <dd> <p>Indicates a minimum priority.</p> </dd>
            </summary>
            <doc-id>mt709119</doc-id>
            <unmanaged>D3D12_RESIDENCY_PRIORITY_MINIMUM</unmanaged>
            <unmanaged-short>D3D12_RESIDENCY_PRIORITY_MINIMUM</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResidencyPriority.Low">
            <summary>
            <dd> <p>Indicates a low priority.</p> </dd>
            </summary>
            <doc-id>mt709119</doc-id>
            <unmanaged>D3D12_RESIDENCY_PRIORITY_LOW</unmanaged>
            <unmanaged-short>D3D12_RESIDENCY_PRIORITY_LOW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResidencyPriority.Normal">
            <summary>
            <dd> <p>Indicates a normal, medium, priority.</p> </dd>
            </summary>
            <doc-id>mt709119</doc-id>
            <unmanaged>D3D12_RESIDENCY_PRIORITY_NORMAL</unmanaged>
            <unmanaged-short>D3D12_RESIDENCY_PRIORITY_NORMAL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResidencyPriority.High">
            <summary>
            <dd> <p>Indicates a high priority, the default.</p> </dd>
            </summary>
            <doc-id>mt709119</doc-id>
            <unmanaged>D3D12_RESIDENCY_PRIORITY_HIGH</unmanaged>
            <unmanaged-short>D3D12_RESIDENCY_PRIORITY_HIGH</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResidencyPriority.Maximum">
            <summary>
            <dd> <p>Indicates a maximum priority.</p> </dd>
            </summary>
            <doc-id>mt709119</doc-id>
            <unmanaged>D3D12_RESIDENCY_PRIORITY_MAXIMUM</unmanaged>
            <unmanaged-short>D3D12_RESIDENCY_PRIORITY_MAXIMUM</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ResolveMode">
            <summary>
            <p>Specifies a resolve operation.</p>
            </summary>
            <remarks>
            <p>This enum is used by the <strong>ID3D12GraphicsCommandList1::ResolveSubresourceRegion</strong> function.</p>
            </remarks>
            <doc-id>mt492583</doc-id>
            <unmanaged>D3D12_RESOLVE_MODE</unmanaged>
            <unmanaged-short>D3D12_RESOLVE_MODE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResolveMode.Decompress">
            <summary>
            <dd> <p>Resolves compressed source samples to their uncompressed values. When using this operation, the source and destination resources must have the same sample count, unlike the min, max, and average operations that require the destination to have a sample count of 1.</p> </dd>
            </summary>
            <doc-id>mt492583</doc-id>
            <unmanaged>D3D12_RESOLVE_MODE_DECOMPRESS</unmanaged>
            <unmanaged-short>D3D12_RESOLVE_MODE_DECOMPRESS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResolveMode.Minimum">
            <summary>
            <dd> <p>Resolves the source samples to their minimum value. It can be used with any render target or depth stencil format.</p> </dd>
            </summary>
            <doc-id>mt492583</doc-id>
            <unmanaged>D3D12_RESOLVE_MODE_MIN</unmanaged>
            <unmanaged-short>D3D12_RESOLVE_MODE_MIN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResolveMode.Maximum">
            <summary>
            <dd> <p>Resolves the source samples to their maximum value. It can be used with any render target or depth stencil format.</p> </dd>
            </summary>
            <doc-id>mt492583</doc-id>
            <unmanaged>D3D12_RESOLVE_MODE_MAX</unmanaged>
            <unmanaged-short>D3D12_RESOLVE_MODE_MAX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResolveMode.Average">
            <summary>
            <dd> <p>Resolves the source samples to their average value. It can be used with any non-integer render target format, including the depth plane. It can't be used with integer render target formats, including the stencil plane.</p> </dd>
            </summary>
            <doc-id>mt492583</doc-id>
            <unmanaged>D3D12_RESOLVE_MODE_AVERAGE</unmanaged>
            <unmanaged-short>D3D12_RESOLVE_MODE_AVERAGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceBarrierFlags.None">
            <summary>
            <dd> <p> No flags. </p> </dd>
            </summary>
            <doc-id>dn986741</doc-id>
            <unmanaged>D3D12_RESOURCE_BARRIER_FLAG_NONE</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_BARRIER_FLAG_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceBarrierFlags.BeginOnly">
            <summary>
            <dd> <p> This starts a barrier transition in a new state, putting a resource in a temporary no-access condition. </p> </dd>
            </summary>
            <doc-id>dn986741</doc-id>
            <unmanaged>D3D12_RESOURCE_BARRIER_FLAG_BEGIN_ONLY</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_BARRIER_FLAG_BEGIN_ONLY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceBarrierFlags.EndOnly">
            <summary>
            <dd> <p> This barrier completes a transition, setting a new state and restoring active access to a resource.</p> </dd>
            </summary>
            <doc-id>dn986741</doc-id>
            <unmanaged>D3D12_RESOURCE_BARRIER_FLAG_END_ONLY</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_BARRIER_FLAG_END_ONLY</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ResourceBarrierType">
            <summary>
            <p>Specifies a type of resource barrier (transition in resource use) description.</p>
            </summary>
            <remarks>
            <p>This enum is used in the <strong><see cref = "T:SharpDX.Direct3D12.ResourceBarrierType"/></strong> structure. Use these values with the <strong>ID3D12GraphicsCommandList::ResourceBarrier</strong> method.</p>
            </remarks>
            <doc-id>dn770393</doc-id>
            <unmanaged>D3D12_RESOURCE_BARRIER_TYPE</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_BARRIER_TYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceBarrierType.Transition">
            <summary>
            <dd> <p>A transition barrier that indicates a transition of a set of subresources between different usages. The caller must specify the before and after usages of the subresources. </p> </dd>
            </summary>
            <doc-id>dn770393</doc-id>
            <unmanaged>D3D12_RESOURCE_BARRIER_TYPE_TRANSITION</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_BARRIER_TYPE_TRANSITION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceBarrierType.Aliasing">
            <summary>
            <dd> <p>An aliasing barrier that indicates a transition between usages of 2 different resources that have mappings into the same tile pool. The caller can specify both the before and the after resource. Note that one or both resources can be <strong><c>null</c></strong>, which indicates that any tiled resource could cause aliasing.</p> </dd>
            </summary>
            <doc-id>dn770393</doc-id>
            <unmanaged>D3D12_RESOURCE_BARRIER_TYPE_ALIASING</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_BARRIER_TYPE_ALIASING</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceBarrierType.UnorderedAccessView">
            <summary>
            <dd> <p>An unordered access view (UAV) barrier that indicates all UAV accesses (reads or writes) to a particular resource must complete before any future UAV accesses (read or write) can begin. </p> </dd>
            </summary>
            <doc-id>dn770393</doc-id>
            <unmanaged>D3D12_RESOURCE_BARRIER_TYPE_UAV</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_BARRIER_TYPE_UAV</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ResourceBindingTier">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_RESOURCE_BINDING_TIER</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_BINDING_TIER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceBindingTier.Tier1">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_RESOURCE_BINDING_TIER_1</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_BINDING_TIER_1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceBindingTier.Tier2">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_RESOURCE_BINDING_TIER_2</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_BINDING_TIER_2</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceBindingTier.Tier3">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_RESOURCE_BINDING_TIER_3</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_BINDING_TIER_3</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ResourceDimension">
            <summary>
            <p>Identifies the type of resource being used.</p>
            </summary>
            <remarks>
            <p> This enum is used by the <strong><see cref = "T:SharpDX.Direct3D12.ResourceDescription"/></strong> structure. </p>
            </remarks>
            <doc-id>dn770396</doc-id>
            <unmanaged>D3D12_RESOURCE_DIMENSION</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_DIMENSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceDimension.Unknown">
            <summary>
            <dd> <p>Resource is of unknown type.</p> </dd>
            </summary>
            <doc-id>dn770396</doc-id>
            <unmanaged>D3D12_RESOURCE_DIMENSION_UNKNOWN</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_DIMENSION_UNKNOWN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceDimension.Buffer">
            <summary>
            <dd> <p>Resource is a buffer.</p> </dd>
            </summary>
            <doc-id>dn770396</doc-id>
            <unmanaged>D3D12_RESOURCE_DIMENSION_BUFFER</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_DIMENSION_BUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceDimension.Texture1D">
            <summary>
            <dd> <p>Resource is a 1D texture.</p> </dd>
            </summary>
            <doc-id>dn770396</doc-id>
            <unmanaged>D3D12_RESOURCE_DIMENSION_TEXTURE1D</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_DIMENSION_TEXTURE1D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceDimension.Texture2D">
            <summary>
            <dd> <p>Resource is a 2D texture.</p> </dd>
            </summary>
            <doc-id>dn770396</doc-id>
            <unmanaged>D3D12_RESOURCE_DIMENSION_TEXTURE2D</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_DIMENSION_TEXTURE2D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceDimension.Texture3D">
            <summary>
            <dd> <p>Resource is a 3D texture.</p> </dd>
            </summary>
            <doc-id>dn770396</doc-id>
            <unmanaged>D3D12_RESOURCE_DIMENSION_TEXTURE3D</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_DIMENSION_TEXTURE3D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceFlags.None">
            <summary>
            <dd> <p> No options are specified. </p> </dd>
            </summary>
            <doc-id>dn986742</doc-id>
            <unmanaged>D3D12_RESOURCE_FLAG_NONE</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_FLAG_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceFlags.AllowRenderTarget">
            <summary>
            <dd> <p>Allows a render target view to be created for the resource, as well as enables the resource to transition into the state of D3D12_RESOURCE_STATE_RENDER_TARGET. Some adapter architectures allocate extra memory for textures with this flag to reduce the effective bandwidth during common rendering. This characteristic may not be beneficial for textures that are never rendered to, nor is it available for textures compressed with BC formats. Applications should avoid setting this flag when rendering will never occur.
            </p> <p>The following restrictions and interactions apply:</p> <ul> <li> Either the texture format must support render target capabilities at the current feature level. Or, when the format is a typeless format, a format within the same typeless group must support render target capabilities at the current feature level.</li> <li>Cannot be set in conjunction with textures that have D3D12_TEXTURE_LAYOUT_ROW_MAJOR when <strong><see cref = "T:SharpDX.Direct3D12.FeatureDataD3D12Options"/></strong>::<strong>CrossAdapterRowMajorTextureSupported</strong> is <see cref = "F:SharpDX.Result.False"/> nor in conjunction with textures that have D3D12_TEXTURE_LAYOUT_64KB_STANDARD_SWIZZLE when     <strong><see cref = "T:SharpDX.Direct3D12.FeatureDataD3D12Options"/></strong>::<strong>StandardSwizzle64KBSupported</strong> is <see cref = "F:SharpDX.Result.False"/>.
            </li> <li>Cannot be used with 4KB alignment, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL, nor usage with heaps that have D3D12_HEAP_FLAG_DENY_RT_DS_TEXTURES.</li> </ul> </dd>
            </summary>
            <doc-id>dn986742</doc-id>
            <unmanaged>D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceFlags.AllowDepthStencil">
            <summary>
            <dd> <p>Allows a depth stencil view to be created for the resource, as well as enables the resource to transition into the state of D3D12_RESOURCE_STATE_DEPTH_WRITE and/or D3D12_RESOURCE_STATE_DEPTH_READ. Most adapter architectures allocate extra memory for textures with this flag to reduce the effective bandwidth and maximize optimizations for early depth-test. Applications should avoid setting this flag when depth operations will never occur.
            </p> <p>The following restrictions and interactions apply:</p> <ul> <li>Either the texture format must support depth stencil capabilities at the current feature level. Or, when the format is a typeless format, a format within the same typeless group must support depth stencil capabilities at the current feature level.</li> <li>Cannot be used with D3D12_RESOURCE_DIMENSION_BUFFER, 4KB alignment, D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS, D3D12_TEXTURE_LAYOUT_64KB_STANDARD_SWIZZLE, D3D12_TEXTURE_LAYOUT_ROW_MAJOR, nor used with heaps that have D3D12_HEAP_FLAG_DENY_RT_DS_TEXTURES or D3D12_HEAP_FLAG_ALLOW_DISPLAY.
            </li> <li>Precludes usage of <strong>WriteToSubresource</strong> and <strong>ReadFromSubresource</strong>.
            </li> <li>Precludes GPU copying of a subregion. <strong>CopyTextureRegion</strong> must copy a whole subresource to or from resources with this flag.</li> </ul> </dd>
            </summary>
            <doc-id>dn986742</doc-id>
            <unmanaged>D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceFlags.AllowUnorderedAccess">
            <summary>
            <dd> <p>Allows an unordered access view to be created for the resource, as well as enables the resource to transition into the state of D3D12_RESOURCE_STATE_UNORDERED_ACCESS. Some adapter architectures must resort to less efficient texture layouts in order to provide this functionality. If a texture is rarely used for unordered access, it may be worth having two textures around and copying between them. One texture would have this flag, while the other wouldn't. Applications should avoid setting this flag when unordered access operations will never occur.
            </p> <p>The following restrictions and interactions apply:</p> <ul> <li>Either the texture format must support unordered access capabilities at the current feature level. Or, when the format is a typeless format, a format within the same typeless group must support unordered access capabilities at the current feature level.
            </li> <li>Cannot be set in conjunction with textures that have D3D12_TEXTURE_LAYOUT_ROW_MAJOR when <strong><see cref = "T:SharpDX.Direct3D12.FeatureDataD3D12Options"/></strong>::<strong>CrossAdapterRowMajorTextureSupported</strong> is <see cref = "F:SharpDX.Result.False"/> nor in conjunction with textures that have D3D12_TEXTURE_LAYOUT_64KB_STANDARD_SWIZZLE when <strong><see cref = "T:SharpDX.Direct3D12.FeatureDataD3D12Options"/></strong>::<strong>StandardSwizzle64KBSupported</strong> is <see cref = "F:SharpDX.Result.False"/>, nor when the feature level is less than 11.0.
            </li> <li>Cannot be used with MSAA textures. </li> </ul> </dd>
            </summary>
            <doc-id>dn986742</doc-id>
            <unmanaged>D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceFlags.DenyShaderResource">
            <summary>
            <dd> <p>Disallows a shader resource view to be created for the resource, as well as disables the resource to transition into the state of D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE or D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE. Some adapter architectures experience increased bandwidth for depth stencil textures when shader resource views are precluded. If a texture is rarely used for shader resource, it may be worth having two textures around and copying between them. One texture would have this flag and the other wouldn't. Applications should set this flag when depth stencil textures will never be used from shader resource views.
            </p> <p>The following restrictions and interactions apply:
            </p> <ul> <li>Must be used with D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL. 
            </li> </ul> </dd>
            </summary>
            <doc-id>dn986742</doc-id>
            <unmanaged>D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceFlags.AllowCrossAdapter">
            <summary>
            <dd> <p>Allows the resource to be used for cross-adapter data, as well as the same features enabled by ALLOW_SIMULTANEOUS_ACCESS. Cross adapter resources commonly preclude techniques that reduce effective texture bandwidth during usage, and some adapter architectures may require different caching behavior. Applications should avoid setting this flag when the resource data will never be used with another adapter.</p> <p>The following restrictions and interactions apply:
            </p> <ul> <li>Must be used with heaps that have D3D12_HEAP_FLAG_SHARED_CROSS_ADAPTER.</li> <li>Cannot be used with heaps that have D3D12_HEAP_FLAG_ALLOW_DISPLAY.</li> </ul> </dd>
            </summary>
            <doc-id>dn986742</doc-id>
            <unmanaged>D3D12_RESOURCE_FLAG_ALLOW_CROSS_ADAPTER</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_FLAG_ALLOW_CROSS_ADAPTER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceFlags.AllowSimultaneousAccess">
            <summary>
            <dd> <p>Allows a resource to be simultaneously accessed by multiple different queues, devices or processes (for example, allows a resource to be used with <strong>ResourceBarrier</strong> transitions performed in more than one command list  executing at the same time). </p> <p>Simultaneous access allows multiple readers and one writer, as long as the writer doesn't concurrently modify the texels that other readers are accessing. Some adapter architectures cannot leverage techniques to reduce effective texture bandwidth during usage. </p> <p>However, applications should avoid setting this flag when multiple readers are not required during frequent, non-overlapping writes to textures. Use of this flag can compromise resource fences to perform waits, and prevents any compression being used with a resource.</p> <p>The following restrictions and interactions apply:
            </p> <ul> <li>Cannot be used with D3D12_RESOURCE_DIMENSION_BUFFER; but buffers always have the properties represented by this flag.
            </li> <li>Cannot be used with MSAA textures.</li> </ul> </dd>
            </summary>
            <doc-id>dn986742</doc-id>
            <unmanaged>D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_FLAG_ALLOW_SIMULTANEOUS_ACCESS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceFlags.VideoDecodeReferenceOnly">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986742</doc-id>
            <unmanaged>D3D12_RESOURCE_FLAG_VIDEO_DECODE_REFERENCE_ONLY</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_FLAG_VIDEO_DECODE_REFERENCE_ONLY</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ResourceHeapTier">
            <summary>
            <p> Specifies which resource heap tier the hardware and driver support. </p>
            </summary>
            <remarks>
            <p> This enum is used by the <strong>ResourceHeapTier</strong> member of the <strong><see cref = "T:SharpDX.Direct3D12.FeatureDataD3D12Options"/></strong> structure. </p><p> This enum specifies which resource heap tier the hardware and driver support. Lower tiers require more heap attribution than greater tiers. </p><p> Resources can be categorized into the following types: </p><ul> <li>Buffers</li> <li>Non-render target &amp; non-depth stencil textures</li> <li>Render target or depth stencil textures</li> </ul>
            </remarks>
            <doc-id>dn986743</doc-id>
            <unmanaged>D3D12_RESOURCE_HEAP_TIER</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_HEAP_TIER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceHeapTier.Tier1">
            <summary>
            <dd> <p> Indicates that heaps can only support resources from a single resource category. For the list of resource categories, see Remarks. In tier 1, these resource categories are mutually exclusive and cannot be used with the same heap. The resource category must be declared when creating a heap, using the correct <strong><see cref = "T:SharpDX.Direct3D12.HeapFlags"/></strong> enumeration constant. Applications cannot create heaps with flags that allow all three categories. </p> </dd>
            </summary>
            <doc-id>dn986743</doc-id>
            <unmanaged>D3D12_RESOURCE_HEAP_TIER_1</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_HEAP_TIER_1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceHeapTier.Tier2">
            <summary>
            <dd> <p> Indicates that heaps can support resources from all three categories. For the list of resource categories, see Remarks. In tier 2, these resource categories can be mixed within the same heap. Applications may create heaps with flags that allow all three categories; but are not required to do so. Applications may be written to support tier 1 and seamlessly run on tier 2. </p> </dd>
            </summary>
            <doc-id>dn986743</doc-id>
            <unmanaged>D3D12_RESOURCE_HEAP_TIER_2</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_HEAP_TIER_2</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceStates.Common">
            <summary>
            <dd> <p>Applications should only transition to this state for accessing a resource across different graphics engine types.</p> <p>Specifically, a resource must be in the COMMON state before being used on a COPY queue (when previous used on DIRECT/COMPUTE), and before being used on DIRECT/COMPUTE (when previously used on COPY). This restriction does not exist when accessing data between DIRECT and COMPUTE queues.</p> <p>The COMMON state can be used for all usages on a Copy queue using the implicit state transitions. For more information, in Synchronization and Multi-Engine, find "common". </p> <p>Additionally, textures must be in the COMMON state for CPU access to be legal, assuming the texture was created in a CPU-visible heap in the first place.</p> </dd>
            </summary>
            <doc-id>dn986744</doc-id>
            <unmanaged>D3D12_RESOURCE_STATE_COMMON</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_STATE_COMMON</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceStates.VertexAndConstantBuffer">
            <summary>
            <dd> <p> A subresource must be in this state when it is accessed by the 3D pipeline as a vertex buffer or constant buffer. This is a read-only state. </p> </dd>
            </summary>
            <doc-id>dn986744</doc-id>
            <unmanaged>D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceStates.IndexBuffer">
            <summary>
            <dd> <p> A subresource must be in this state when it is accessed by the 3D pipeline as an index buffer. This is a read-only state. </p> </dd>
            </summary>
            <doc-id>dn986744</doc-id>
            <unmanaged>D3D12_RESOURCE_STATE_INDEX_BUFFER</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_STATE_INDEX_BUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceStates.RenderTarget">
            <summary>
            <dd> <p> The resource is used as a render target. A subresource must be in this state when it is rendered to or when it is cleared with <strong>ID3D12GraphicsCommandList::ClearRenderTargetView</strong>. This is a write-only state. To read from a render target as a shader resource the resource must be in either  D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE or D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE.</p> </dd>
            </summary>
            <doc-id>dn986744</doc-id>
            <unmanaged>D3D12_RESOURCE_STATE_RENDER_TARGET</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_STATE_RENDER_TARGET</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceStates.UnorderedAccess">
            <summary>
            <dd> <p> The resource is used for unordered access. A subresource must be in this state when it is accessed by the 3D pipeline via an unordered access view. A subresource must also be in this state when it is cleared with <strong>ID3D12GraphicsCommandList::ClearUnorderedAccessViewInt</strong> or <strong>ID3D12GraphicsCommandList::ClearUnorderedAccessViewFloat</strong>. This is a read/write state. </p> </dd>
            </summary>
            <doc-id>dn986744</doc-id>
            <unmanaged>D3D12_RESOURCE_STATE_UNORDERED_ACCESS</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_STATE_UNORDERED_ACCESS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceStates.DepthWrite">
            <summary>
            <dd> <p>DEPTH_WRITE is a state which is mutually exclusive with other states. It should be used for <strong>ID3D12GraphicsCommandList::ClearDepthStencilView</strong> when the flags (see <strong><see cref = "T:SharpDX.Direct3D12.ClearFlags"/></strong>) indicate a given subresource should be cleared (otherwise the subresource state doesn't matter), or when using it in a writable depth stencil view (see <strong><see cref = "T:SharpDX.Direct3D12.DepthStencilViewFlags"/></strong>) when the PSO has depth write enabled (see <strong><see cref = "T:SharpDX.Direct3D12.DepthStencilStateDescription"/></strong>).
            </p> </dd>
            </summary>
            <doc-id>dn986744</doc-id>
            <unmanaged>D3D12_RESOURCE_STATE_DEPTH_WRITE</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_STATE_DEPTH_WRITE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceStates.DepthRead">
            <summary>
            <dd> <p>DEPTH_READ is a state which can be combined with other states. It should be used when the subresource is in a read-only depth stencil view, or when the <em>DepthEnable</em> parameter of <strong><see cref = "T:SharpDX.Direct3D12.DepthStencilStateDescription"/></strong> is false. It can be combined with other read states (for example, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE), such that the resource can be used for the depth or stencil test, and accessed by a shader within the same draw call. Using it when depth will be written by a draw call or clear command is invalid.</p> </dd>
            </summary>
            <doc-id>dn986744</doc-id>
            <unmanaged>D3D12_RESOURCE_STATE_DEPTH_READ</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_STATE_DEPTH_READ</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceStates.NonPixelShaderResource">
            <summary>
            <dd> <p> The resource is used with a shader other than the pixel shader. A subresource must be in this state before being read by any stage (except for the pixel shader stage) via a shader resource view. You can still use the resource in a pixel shader with this flag as long as it also has the flag D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE set. This is a read-only state. </p> </dd>
            </summary>
            <doc-id>dn986744</doc-id>
            <unmanaged>D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceStates.PixelShaderResource">
            <summary>
            <dd> <p> The resource is used with a pixel shader. A subresource must be in this state before being read by the pixel shader via a shader resource view. This is a read-only state. </p> </dd>
            </summary>
            <doc-id>dn986744</doc-id>
            <unmanaged>D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceStates.StreamOut">
            <summary>
            <dd> <p> The resource is used with stream output. A subresource must be in this state when it is accessed by the 3D pipeline as a stream-out target. This is a write-only state. </p> </dd>
            </summary>
            <doc-id>dn986744</doc-id>
            <unmanaged>D3D12_RESOURCE_STATE_STREAM_OUT</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_STATE_STREAM_OUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceStates.IndirectArgument">
            <summary>
            <dd> <p> The resource is used as an indirect argument. Subresources must be in this state when they are used as the argument buffer passed to the indirect drawing method <strong>ID3D12GraphicsCommandList::ExecuteIndirect</strong>. This is a read-only state. </p> </dd>
            </summary>
            <doc-id>dn986744</doc-id>
            <unmanaged>D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_STATE_INDIRECT_ARGUMENT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceStates.CopyDestination">
            <summary>
            <dd> <p> The resource is used as the destination in a copy operation. Subresources must be in this state when they are used as the destination of copy operation, or a blt operation. This is a write-only state. </p> </dd>
            </summary>
            <doc-id>dn986744</doc-id>
            <unmanaged>D3D12_RESOURCE_STATE_COPY_DEST</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_STATE_COPY_DEST</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceStates.CopySource">
            <summary>
            <dd> <p> The resource is used as the source in a copy operation. Subresources must be in this state when they are used as the source of copy operation, or a blt operation. This is a read-only state. </p> </dd>
            </summary>
            <doc-id>dn986744</doc-id>
            <unmanaged>D3D12_RESOURCE_STATE_COPY_SOURCE</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_STATE_COPY_SOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceStates.ResolveDestination">
            <summary>
            <dd> <p> The resource is used as the destination in a resolve operation. </p> </dd>
            </summary>
            <doc-id>dn986744</doc-id>
            <unmanaged>D3D12_RESOURCE_STATE_RESOLVE_DEST</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_STATE_RESOLVE_DEST</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceStates.ResolveSource">
            <summary>
            <dd> <p> The resource is used as the source in a resolve operation. </p> </dd>
            </summary>
            <doc-id>dn986744</doc-id>
            <unmanaged>D3D12_RESOURCE_STATE_RESOLVE_SOURCE</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_STATE_RESOLVE_SOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceStates.GenericRead">
            <summary>
            <dd> <p>This is the required starting state for upload heaps. Applications should generally avoid this state when possible, and instead transition resources to only the actually-used states.</p> </dd>
            </summary>
            <doc-id>dn986744</doc-id>
            <unmanaged>D3D12_RESOURCE_STATE_GENERIC_READ</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_STATE_GENERIC_READ</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceStates.Present">
            <summary>
            <dd> <p> Synonymous with D3D12_RESOURCE_STATE_COMMON. </p> </dd>
            </summary>
            <doc-id>dn986744</doc-id>
            <unmanaged>D3D12_RESOURCE_STATE_PRESENT</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_STATE_PRESENT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceStates.Predication">
            <summary>
            <dd> <p> The resource is used for Predication. </p> </dd>
            </summary>
            <doc-id>dn986744</doc-id>
            <unmanaged>D3D12_RESOURCE_STATE_PREDICATION</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_STATE_PREDICATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceStates.VideoDecodeRead">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986744</doc-id>
            <unmanaged>D3D12_RESOURCE_STATE_VIDEO_DECODE_READ</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_STATE_VIDEO_DECODE_READ</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceStates.VideoDecodeWrite">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986744</doc-id>
            <unmanaged>D3D12_RESOURCE_STATE_VIDEO_DECODE_WRITE</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_STATE_VIDEO_DECODE_WRITE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceStates.VideoProcessRead">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986744</doc-id>
            <unmanaged>D3D12_RESOURCE_STATE_VIDEO_PROCESS_READ</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_STATE_VIDEO_PROCESS_READ</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceStates.VideoProcessWrite">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986744</doc-id>
            <unmanaged>D3D12_RESOURCE_STATE_VIDEO_PROCESS_WRITE</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_STATE_VIDEO_PROCESS_WRITE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RootDescriptorFlags.None">
            <summary>
            <dd> <p>Default assumptions are made for data (for SRV/CBV: DATA_STATIC_WHILE_SET_AT_EXECUTE, and for UAV: DATA_VOLATILE). </p> </dd>
            </summary>
            <doc-id>mt709121</doc-id>
            <unmanaged>D3D12_ROOT_DESCRIPTOR_FLAG_NONE</unmanaged>
            <unmanaged-short>D3D12_ROOT_DESCRIPTOR_FLAG_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RootDescriptorFlags.DataVolatile">
            <summary>
            <dd> <p>Data is volatile. Equivalent to Root Signature Version 1.0.</p> </dd>
            </summary>
            <doc-id>mt709121</doc-id>
            <unmanaged>D3D12_ROOT_DESCRIPTOR_FLAG_DATA_VOLATILE</unmanaged>
            <unmanaged-short>D3D12_ROOT_DESCRIPTOR_FLAG_DATA_VOLATILE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RootDescriptorFlags.DataStaticWhileSetAtExecute">
            <summary>
            <dd> <p>Data is static while set at execute.</p> </dd>
            </summary>
            <doc-id>mt709121</doc-id>
            <unmanaged>D3D12_ROOT_DESCRIPTOR_FLAG_DATA_STATIC_WHILE_SET_AT_EXECUTE</unmanaged>
            <unmanaged-short>D3D12_ROOT_DESCRIPTOR_FLAG_DATA_STATIC_WHILE_SET_AT_EXECUTE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RootDescriptorFlags.DataStatic">
            <summary>
            <dd> <p>Data is static. The best potential for driver optimization.</p> </dd>
            </summary>
            <doc-id>mt709121</doc-id>
            <unmanaged>D3D12_ROOT_DESCRIPTOR_FLAG_DATA_STATIC</unmanaged>
            <unmanaged-short>D3D12_ROOT_DESCRIPTOR_FLAG_DATA_STATIC</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.RootParameterType">
            <summary>
            <p> Specifies the type of root signature slot. </p>
            </summary>
            <remarks>
            <p> This enum is used by the <strong><see cref = "T:SharpDX.Direct3D12.RootParameter"/></strong> structure. </p>
            </remarks>
            <doc-id>dn879478</doc-id>
            <unmanaged>D3D12_ROOT_PARAMETER_TYPE</unmanaged>
            <unmanaged-short>D3D12_ROOT_PARAMETER_TYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RootParameterType.DescriptorTable">
            <summary>
            <dd> <p> The slot is for a descriptor table. </p> </dd>
            </summary>
            <doc-id>dn879478</doc-id>
            <unmanaged>D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE</unmanaged>
            <unmanaged-short>D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RootParameterType.Constant32Bits">
            <summary>
            <dd> <p> The slot is for root constants. </p> </dd>
            </summary>
            <doc-id>dn879478</doc-id>
            <unmanaged>D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS</unmanaged>
            <unmanaged-short>D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RootParameterType.ConstantBufferView">
            <summary>
            <dd> <p> The slot is for a constant-buffer view (CBV). </p> </dd>
            </summary>
            <doc-id>dn879478</doc-id>
            <unmanaged>D3D12_ROOT_PARAMETER_TYPE_CBV</unmanaged>
            <unmanaged-short>D3D12_ROOT_PARAMETER_TYPE_CBV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RootParameterType.ShaderResourceView">
            <summary>
            <dd> <p> The slot is for a shader-resource view (SRV). </p> </dd>
            </summary>
            <doc-id>dn879478</doc-id>
            <unmanaged>D3D12_ROOT_PARAMETER_TYPE_SRV</unmanaged>
            <unmanaged-short>D3D12_ROOT_PARAMETER_TYPE_SRV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RootParameterType.UnorderedAccessView">
            <summary>
            <dd> <p> The slot is for a unordered-access view (UAV). </p> </dd>
            </summary>
            <doc-id>dn879478</doc-id>
            <unmanaged>D3D12_ROOT_PARAMETER_TYPE_UAV</unmanaged>
            <unmanaged-short>D3D12_ROOT_PARAMETER_TYPE_UAV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RootSignatureFlags.None">
            <summary>
            <dd> <p> Indicates default behavior. </p> </dd>
            </summary>
            <doc-id>dn879480</doc-id>
            <unmanaged>D3D12_ROOT_SIGNATURE_FLAG_NONE</unmanaged>
            <unmanaged-short>D3D12_ROOT_SIGNATURE_FLAG_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RootSignatureFlags.AllowInputAssemblerInputLayout">
            <summary>
            <dd> <p> The app is opting in to using the Input Assembler (requiring an input layout that defines a set of vertex buffer bindings). Omitting this flag can result in one root argument space being saved on some hardware. Omit this flag if the Input Assembler is not required, though the optimization is minor.  </p> </dd>
            </summary>
            <doc-id>dn879480</doc-id>
            <unmanaged>D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT</unmanaged>
            <unmanaged-short>D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RootSignatureFlags.DenyVertexShaderRootAccess">
            <summary>
            <dd> <p> Denies the vertex shader access to the root signature. </p> </dd>
            </summary>
            <doc-id>dn879480</doc-id>
            <unmanaged>D3D12_ROOT_SIGNATURE_FLAG_DENY_VERTEX_SHADER_ROOT_ACCESS</unmanaged>
            <unmanaged-short>D3D12_ROOT_SIGNATURE_FLAG_DENY_VERTEX_SHADER_ROOT_ACCESS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RootSignatureFlags.DenyHullShaderRootAccess">
            <summary>
            <dd> <p> Denies the hull shader access to the root signature. </p> </dd>
            </summary>
            <doc-id>dn879480</doc-id>
            <unmanaged>D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS</unmanaged>
            <unmanaged-short>D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RootSignatureFlags.DenyDomainShaderRootAccess">
            <summary>
            <dd> <p> Denies the domain shader access to the root signature. </p> </dd>
            </summary>
            <doc-id>dn879480</doc-id>
            <unmanaged>D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS</unmanaged>
            <unmanaged-short>D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RootSignatureFlags.DenyGeometryShaderRootAccess">
            <summary>
            <dd> <p> Denies the geometry shader access to the root signature. </p> </dd>
            </summary>
            <doc-id>dn879480</doc-id>
            <unmanaged>D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS</unmanaged>
            <unmanaged-short>D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RootSignatureFlags.DenyPixelShaderRootAccess">
            <summary>
            <dd> <p> Denies the pixel shader access to the root signature. </p> </dd>
            </summary>
            <doc-id>dn879480</doc-id>
            <unmanaged>D3D12_ROOT_SIGNATURE_FLAG_DENY_PIXEL_SHADER_ROOT_ACCESS</unmanaged>
            <unmanaged-short>D3D12_ROOT_SIGNATURE_FLAG_DENY_PIXEL_SHADER_ROOT_ACCESS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RootSignatureFlags.AllowStreamOutput">
            <summary>
            <dd> <p> The root signature allows stream output. This flag can be specified for root signatures authored in HLSL, similar to how the other flags are specified. <strong>ID3D12Device::CreateGraphicsPipelineState</strong> will fail if the geometry shader contains stream output but the root signature does not have this flag set. Omit this flag if stream output is not required.</p> </dd>
            </summary>
            <doc-id>dn879480</doc-id>
            <unmanaged>D3D12_ROOT_SIGNATURE_FLAG_ALLOW_STREAM_OUTPUT</unmanaged>
            <unmanaged-short>D3D12_ROOT_SIGNATURE_FLAG_ALLOW_STREAM_OUTPUT</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.RootSignatureVersion">
            <summary>
            <p>Specifies the version of root signature layout.</p>
            </summary>
            <remarks>
            <p> This enum is used by the following structures and methods.</p><ul> <li> <strong><see cref = "T:SharpDX.Direct3D12.VersionedRootSignatureDescription"/></strong> </li> <li> <strong><see cref = "T:SharpDX.Direct3D12.FeatureDataRootSignature"/></strong> </li> <li> <strong>GetRootSignatureDescAtVersion</strong> </li> <li> <strong>D3D12SerializeRootSignature</strong> </li> </ul>
            </remarks>
            <doc-id>dn899107</doc-id>
            <unmanaged>D3D_ROOT_SIGNATURE_VERSION</unmanaged>
            <unmanaged-short>D3D_ROOT_SIGNATURE_VERSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RootSignatureVersion.Version1">
            <summary>
            <dd> <p>Version one of root signature layout.</p> </dd>
            </summary>
            <doc-id>dn899107</doc-id>
            <unmanaged>D3D_ROOT_SIGNATURE_VERSION_1</unmanaged>
            <unmanaged-short>D3D_ROOT_SIGNATURE_VERSION_1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RootSignatureVersion.Version10">
            <summary>
            <dd> <p>Version one of root signature layout.</p> </dd>
            </summary>
            <doc-id>dn899107</doc-id>
            <unmanaged>D3D_ROOT_SIGNATURE_VERSION_1_0</unmanaged>
            <unmanaged-short>D3D_ROOT_SIGNATURE_VERSION_1_0</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RootSignatureVersion.Version11">
            <summary>
            <dd> <p>Version 1.1  of root signature layout. Refer to Root Signature Version 1.1.</p> </dd>
            </summary>
            <doc-id>dn899107</doc-id>
            <unmanaged>D3D_ROOT_SIGNATURE_VERSION_1_1</unmanaged>
            <unmanaged-short>D3D_ROOT_SIGNATURE_VERSION_1_1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderCacheSupportFlags.None">
            <summary>
            <dd> <p>Indicates the depth buffer should be cleared.</p> </dd>
            </summary>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_SHADER_CACHE_SUPPORT_NONE</unmanaged>
            <unmanaged-short>D3D12_SHADER_CACHE_SUPPORT_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderCacheSupportFlags.SinglePixelShaderO">
            <summary>
            <dd> <p>Indicates the stencil buffer should be cleared.</p> </dd>
            </summary>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_SHADER_CACHE_SUPPORT_SINGLE_PSO</unmanaged>
            <unmanaged-short>D3D12_SHADER_CACHE_SUPPORT_SINGLE_PSO</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderCacheSupportFlags.Library">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_SHADER_CACHE_SUPPORT_LIBRARY</unmanaged>
            <unmanaged-short>D3D12_SHADER_CACHE_SUPPORT_LIBRARY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderCacheSupportFlags.AutomaticInprocCache">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_SHADER_CACHE_SUPPORT_AUTOMATIC_INPROC_CACHE</unmanaged>
            <unmanaged-short>D3D12_SHADER_CACHE_SUPPORT_AUTOMATIC_INPROC_CACHE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderCacheSupportFlags.AutomaticDiskCache">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986721</doc-id>
            <unmanaged>D3D12_SHADER_CACHE_SUPPORT_AUTOMATIC_DISK_CACHE</unmanaged>
            <unmanaged-short>D3D12_SHADER_CACHE_SUPPORT_AUTOMATIC_DISK_CACHE</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ShaderComponentMapping">
            <summary>
            <p> Specifies how memory gets routed by a shader resource view (SRV). </p>
            </summary>
            <remarks>
            <p> This enum allows the SRV to select how memory gets routed to the four return components in a shader after a memory fetch.   The options for each shader component [0..3] (corresponding to RGBA) are: component 0..3 from the SRV fetch result or force 0 or force 1. </p><p> The default 1:1 mapping can be indicated by specifying D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,  otherwise an arbitrary mapping can be specified using the macro D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING.   See below. </p><p>Note the following defines:</p><code>#define D3D12_SHADER_COMPONENT_MAPPING_MASK 0x7
            #define D3D12_SHADER_COMPONENT_MAPPING_SHIFT 3
            #define D3D12_SHADER_COMPONENT_MAPPING_ALWAYS_SET_BIT_AVOIDING_ZEROMEM_MISTAKES (1&lt; &lt;(D3D12_SHADER_COMPONENT_MAPPING_SHIFT*4))
            #define D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(Src0,Src1,Src2,Src3) ((((Src0)&amp;D3D12_SHADER_COMPONENT_MAPPING_MASK)| \                                                                (((Src1)&amp;D3D12_SHADER_COMPONENT_MAPPING_MASK)&lt; &lt;D3D12_SHADER_COMPONENT_MAPPING_SHIFT)| \                                                               (((Src2)&amp;D3D12_SHADER_COMPONENT_MAPPING_MASK)&lt; &lt;(D3D12_SHADER_COMPONENT_MAPPING_SHIFT*2))| \                                                                (((Src3)&amp;D3D12_SHADER_COMPONENT_MAPPING_MASK)&lt; &lt;(D3D12_SHADER_COMPONENT_MAPPING_SHIFT*3))| \                                                                D3D12_SHADER_COMPONENT_MAPPING_ALWAYS_SET_BIT_AVOIDING_ZEROMEM_MISTAKES))
            #define D3D12_DECODE_SHADER_4_COMPONENT_MAPPING(ComponentToExtract,Mapping) ((<see cref = "T:SharpDX.Direct3D12.ShaderComponentMapping"/>)(Mapping &gt; &gt; (D3D12_SHADER_COMPONENT_MAPPING_SHIFT*ComponentToExtract) &amp; D3D12_SHADER_COMPONENT_MAPPING_MASK))
            #define D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING D3D12_ENCODE_SHADER_4_COMPONENT_MAPPING(0,1,2,3)
            </code>
            </remarks>
            <doc-id>dn903814</doc-id>
            <unmanaged>D3D12_SHADER_COMPONENT_MAPPING</unmanaged>
            <unmanaged-short>D3D12_SHADER_COMPONENT_MAPPING</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderComponentMapping.FromMemoryComponent0">
            <summary>
            <dd> <p> Indicates return component 0 (red). </p> </dd>
            </summary>
            <doc-id>dn903814</doc-id>
            <unmanaged>D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0</unmanaged>
            <unmanaged-short>D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_0</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderComponentMapping.FromMemoryComponent1">
            <summary>
            <dd> <p> Indicates return component 1 (green). </p> </dd>
            </summary>
            <doc-id>dn903814</doc-id>
            <unmanaged>D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1</unmanaged>
            <unmanaged-short>D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderComponentMapping.FromMemoryComponent2">
            <summary>
            <dd> <p> Indicates return component 2 (blue). </p> </dd>
            </summary>
            <doc-id>dn903814</doc-id>
            <unmanaged>D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2</unmanaged>
            <unmanaged-short>D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_2</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderComponentMapping.FromMemoryComponent3">
            <summary>
            <dd> <p> Indicates return component 3 (alpha). </p> </dd>
            </summary>
            <doc-id>dn903814</doc-id>
            <unmanaged>D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3</unmanaged>
            <unmanaged-short>D3D12_SHADER_COMPONENT_MAPPING_FROM_MEMORY_COMPONENT_3</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderComponentMapping.ForceValue0">
            <summary>
            <dd> <p> Indicates forcing the resulting value to 0. </p> </dd>
            </summary>
            <doc-id>dn903814</doc-id>
            <unmanaged>D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0</unmanaged>
            <unmanaged-short>D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_0</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderComponentMapping.ForceValue1">
            <summary>
            <dd> <p> Indicates forcing the resulting value 1. The value of forcing 1 is either 0x1 or 1.0f depending on the format type for that component in the source format. </p> </dd>
            </summary>
            <doc-id>dn903814</doc-id>
            <unmanaged>D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1</unmanaged>
            <unmanaged-short>D3D12_SHADER_COMPONENT_MAPPING_FORCE_VALUE_1</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ShaderMinimumPrecisionSupport">
            <summary>
            <p> Describes minimum precision support options for shaders in the current graphics driver. </p>
            </summary>
            <remarks>
            <p> This enum is used by the <strong><see cref = "T:SharpDX.Direct3D12.FeatureDataD3D12Options"/></strong> structure. </p><p> The returned info just indicates that the graphics hardware can perform HLSL operations at a lower precision than the standard 32-bit float precision, but doesn?t guarantee that the graphics hardware will actually run at a lower precision. </p>
            </remarks>
            <doc-id>dn879481</doc-id>
            <unmanaged>D3D12_SHADER_MIN_PRECISION_SUPPORT</unmanaged>
            <unmanaged-short>D3D12_SHADER_MIN_PRECISION_SUPPORT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderMinimumPrecisionSupport.None">
            <summary>
            <dd> <p>The driver supports only full 32-bit precision for all shader stages.</p> </dd>
            </summary>
            <doc-id>dn879481</doc-id>
            <unmanaged>D3D12_SHADER_MIN_PRECISION_SUPPORT_NONE</unmanaged>
            <unmanaged-short>D3D12_SHADER_MIN_PRECISION_SUPPORT_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderMinimumPrecisionSupport.Bit10">
            <summary>
            <dd> <p>The driver supports 10-bit precision.</p> </dd>
            </summary>
            <doc-id>dn879481</doc-id>
            <unmanaged>D3D12_SHADER_MIN_PRECISION_SUPPORT_10_BIT</unmanaged>
            <unmanaged-short>D3D12_SHADER_MIN_PRECISION_SUPPORT_10_BIT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderMinimumPrecisionSupport.Bit16">
            <summary>
            <dd> <p>The driver supports 16-bit precision.</p> </dd>
            </summary>
            <doc-id>dn879481</doc-id>
            <unmanaged>D3D12_SHADER_MIN_PRECISION_SUPPORT_16_BIT</unmanaged>
            <unmanaged-short>D3D12_SHADER_MIN_PRECISION_SUPPORT_16_BIT</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ShaderModel">
            <summary>
            <p>Specifies a shader model.</p>
            </summary>
            <remarks>
            <p>This enum is used by the <strong><see cref = "T:SharpDX.Direct3D12.FeatureDataShaderModel"/></strong> structure.</p>
            </remarks>
            <doc-id>mt709126</doc-id>
            <unmanaged>D3D_SHADER_MODEL</unmanaged>
            <unmanaged-short>D3D_SHADER_MODEL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderModel.Model51">
            <summary>
            <dd> <p>Indicates shader model 5.1.</p> </dd>
            </summary>
            <doc-id>mt709126</doc-id>
            <unmanaged>D3D_SHADER_MODEL_5_1</unmanaged>
            <unmanaged-short>D3D_SHADER_MODEL_5_1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderModel.Model60">
            <summary>
            <dd> <p>Indicates shader model 6.0.</p> </dd>
            </summary>
            <doc-id>mt709126</doc-id>
            <unmanaged>D3D_SHADER_MODEL_6_0</unmanaged>
            <unmanaged-short>D3D_SHADER_MODEL_6_0</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderModel.Model61">
            <summary>
            No documentation.
            </summary>
            <doc-id>mt709126</doc-id>
            <unmanaged>D3D_SHADER_MODEL_6_1</unmanaged>
            <unmanaged-short>D3D_SHADER_MODEL_6_1</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ShaderResourceViewDimension">
            <summary>
            <p>Identifies the type of resource that will be viewed as a shader resource.</p>
            </summary>
            <remarks>
            <p>These values are used by a shader-resource-view description, <strong><see cref = "T:SharpDX.Direct3D12.ShaderResourceViewDescription"/></strong>.</p>
            </remarks>
            <doc-id>dn770408</doc-id>
            <unmanaged>D3D12_SRV_DIMENSION</unmanaged>
            <unmanaged-short>D3D12_SRV_DIMENSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDimension.Unknown">
            <summary>
            <dd> <p>The type is unknown.</p> </dd>
            </summary>
            <doc-id>dn770408</doc-id>
            <unmanaged>D3D12_SRV_DIMENSION_UNKNOWN</unmanaged>
            <unmanaged-short>D3D12_SRV_DIMENSION_UNKNOWN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDimension.Buffer">
            <summary>
            <dd> <p>The resource is a buffer.</p> </dd>
            </summary>
            <doc-id>dn770408</doc-id>
            <unmanaged>D3D12_SRV_DIMENSION_BUFFER</unmanaged>
            <unmanaged-short>D3D12_SRV_DIMENSION_BUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDimension.Texture1D">
            <summary>
            <dd> <p>The resource is a 1D texture.</p> </dd>
            </summary>
            <doc-id>dn770408</doc-id>
            <unmanaged>D3D12_SRV_DIMENSION_TEXTURE1D</unmanaged>
            <unmanaged-short>D3D12_SRV_DIMENSION_TEXTURE1D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDimension.Texture1DArray">
            <summary>
            <dd> <p>The resource is an array of 1D textures.</p> </dd>
            </summary>
            <doc-id>dn770408</doc-id>
            <unmanaged>D3D12_SRV_DIMENSION_TEXTURE1DARRAY</unmanaged>
            <unmanaged-short>D3D12_SRV_DIMENSION_TEXTURE1DARRAY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDimension.Texture2D">
            <summary>
            <dd> <p>The resource is a 2D texture.</p> </dd>
            </summary>
            <doc-id>dn770408</doc-id>
            <unmanaged>D3D12_SRV_DIMENSION_TEXTURE2D</unmanaged>
            <unmanaged-short>D3D12_SRV_DIMENSION_TEXTURE2D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDimension.Texture2DArray">
            <summary>
            <dd> <p>The resource is an array of 2D textures.</p> </dd>
            </summary>
            <doc-id>dn770408</doc-id>
            <unmanaged>D3D12_SRV_DIMENSION_TEXTURE2DARRAY</unmanaged>
            <unmanaged-short>D3D12_SRV_DIMENSION_TEXTURE2DARRAY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDimension.Texture2DMultisampled">
            <summary>
            <dd> <p>The resource is a multisampling 2D texture.</p> </dd>
            </summary>
            <doc-id>dn770408</doc-id>
            <unmanaged>D3D12_SRV_DIMENSION_TEXTURE2DMS</unmanaged>
            <unmanaged-short>D3D12_SRV_DIMENSION_TEXTURE2DMS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDimension.Texture2DMultisampledArray">
            <summary>
            <dd> <p>The resource is an array of multisampling 2D textures.</p> </dd>
            </summary>
            <doc-id>dn770408</doc-id>
            <unmanaged>D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY</unmanaged>
            <unmanaged-short>D3D12_SRV_DIMENSION_TEXTURE2DMSARRAY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDimension.Texture3D">
            <summary>
            <dd> <p>The resource is a 3D texture.</p> </dd>
            </summary>
            <doc-id>dn770408</doc-id>
            <unmanaged>D3D12_SRV_DIMENSION_TEXTURE3D</unmanaged>
            <unmanaged-short>D3D12_SRV_DIMENSION_TEXTURE3D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDimension.TextureCube">
            <summary>
            <dd> <p>The resource is a cube texture.</p> </dd>
            </summary>
            <doc-id>dn770408</doc-id>
            <unmanaged>D3D12_SRV_DIMENSION_TEXTURECUBE</unmanaged>
            <unmanaged-short>D3D12_SRV_DIMENSION_TEXTURECUBE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDimension.TextureCubeArray">
            <summary>
            <dd> <p>The resource is an array of cube textures.</p> </dd>
            </summary>
            <doc-id>dn770408</doc-id>
            <unmanaged>D3D12_SRV_DIMENSION_TEXTURECUBEARRAY</unmanaged>
            <unmanaged-short>D3D12_SRV_DIMENSION_TEXTURECUBEARRAY</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ShaderVisibility">
            <summary>
            <p>Specifies the shaders that can access the contents of a given root signature slot.</p>
            </summary>
            <remarks>
            <p>This enum is used by the <strong><see cref = "T:SharpDX.Direct3D12.RootParameter"/></strong> structure.</p><p>The compute queue always uses <strong>D3D12_SHADER_VISIBILITY_ALL</strong> because it has only one active stage. The 3D queue can choose values, but if it uses <strong>D3D12_SHADER_VISIBILITY_ALL</strong>, all shader stages can access whatever is bound at the root signature slot.</p>
            </remarks>
            <doc-id>dn879482</doc-id>
            <unmanaged>D3D12_SHADER_VISIBILITY</unmanaged>
            <unmanaged-short>D3D12_SHADER_VISIBILITY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderVisibility.All">
            <summary>
            <dd> <p>Specifies that all shader stages can access whatever is bound at the root signature slot.</p> </dd>
            </summary>
            <doc-id>dn879482</doc-id>
            <unmanaged>D3D12_SHADER_VISIBILITY_ALL</unmanaged>
            <unmanaged-short>D3D12_SHADER_VISIBILITY_ALL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderVisibility.Vertex">
            <summary>
            <dd> <p>Specifies that the vertex shader stage can access whatever is bound at the root signature slot.</p> </dd>
            </summary>
            <doc-id>dn879482</doc-id>
            <unmanaged>D3D12_SHADER_VISIBILITY_VERTEX</unmanaged>
            <unmanaged-short>D3D12_SHADER_VISIBILITY_VERTEX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderVisibility.Hull">
            <summary>
            <dd> <p>Specifies that the hull shader stage can access whatever is bound at the root signature slot.</p> </dd>
            </summary>
            <doc-id>dn879482</doc-id>
            <unmanaged>D3D12_SHADER_VISIBILITY_HULL</unmanaged>
            <unmanaged-short>D3D12_SHADER_VISIBILITY_HULL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderVisibility.Domain">
            <summary>
            <dd> <p>Specifies that the domain shader stage can access whatever is bound at the root signature slot.</p> </dd>
            </summary>
            <doc-id>dn879482</doc-id>
            <unmanaged>D3D12_SHADER_VISIBILITY_DOMAIN</unmanaged>
            <unmanaged-short>D3D12_SHADER_VISIBILITY_DOMAIN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderVisibility.Geometry">
            <summary>
            <dd> <p>Specifies that the geometry shader stage can access whatever is bound at the root signature slot.</p> </dd>
            </summary>
            <doc-id>dn879482</doc-id>
            <unmanaged>D3D12_SHADER_VISIBILITY_GEOMETRY</unmanaged>
            <unmanaged-short>D3D12_SHADER_VISIBILITY_GEOMETRY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderVisibility.Pixel">
            <summary>
            <dd> <p>Specifies that the pixel shader stage can access whatever is bound at the root signature slot.</p> </dd>
            </summary>
            <doc-id>dn879482</doc-id>
            <unmanaged>D3D12_SHADER_VISIBILITY_PIXEL</unmanaged>
            <unmanaged-short>D3D12_SHADER_VISIBILITY_PIXEL</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.StaticBorderColor">
            <summary>
            <p> Specifies the border color for a static sampler. </p>
            </summary>
            <remarks>
            <p> This enum is used by the <strong><see cref = "T:SharpDX.Direct3D12.StaticSamplerDescription"/></strong> structure. </p>
            </remarks>
            <doc-id>dn903815</doc-id>
            <unmanaged>D3D12_STATIC_BORDER_COLOR</unmanaged>
            <unmanaged-short>D3D12_STATIC_BORDER_COLOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StaticBorderColor.TransparentBlack">
            <summary>
            <dd> <p> Indicates black, with the alpha component as fully transparent. </p> </dd>
            </summary>
            <doc-id>dn903815</doc-id>
            <unmanaged>D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK</unmanaged>
            <unmanaged-short>D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StaticBorderColor.OpaqueBlack">
            <summary>
            <dd> <p> Indicates black, with the alpha component as fully opaque. </p> </dd>
            </summary>
            <doc-id>dn903815</doc-id>
            <unmanaged>D3D12_STATIC_BORDER_COLOR_OPAQUE_BLACK</unmanaged>
            <unmanaged-short>D3D12_STATIC_BORDER_COLOR_OPAQUE_BLACK</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StaticBorderColor.OpaqueWhite">
            <summary>
            <dd> <p> Indicates white, with the alpha component as fully opaque. </p> </dd>
            </summary>
            <doc-id>dn903815</doc-id>
            <unmanaged>D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE</unmanaged>
            <unmanaged-short>D3D12_STATIC_BORDER_COLOR_OPAQUE_WHITE</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.StencilOperation">
            <summary>
            <p>Identifies the stencil operations that can be performed during depth-stencil testing.</p>
            </summary>
            <remarks>
            <p>This enum is used by the <strong><see cref = "T:SharpDX.Direct3D12.DepthStencilOperationDescription"/></strong> structure.</p>
            </remarks>
            <doc-id>dn770409</doc-id>
            <unmanaged>D3D12_STENCIL_OP</unmanaged>
            <unmanaged-short>D3D12_STENCIL_OP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StencilOperation.Keep">
            <summary>
            <dd> <p>Keep the existing stencil data.</p> </dd>
            </summary>
            <doc-id>dn770409</doc-id>
            <unmanaged>D3D12_STENCIL_OP_KEEP</unmanaged>
            <unmanaged-short>D3D12_STENCIL_OP_KEEP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StencilOperation.Zero">
            <summary>
            <dd> <p>Set the stencil data to 0.</p> </dd>
            </summary>
            <doc-id>dn770409</doc-id>
            <unmanaged>D3D12_STENCIL_OP_ZERO</unmanaged>
            <unmanaged-short>D3D12_STENCIL_OP_ZERO</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StencilOperation.Replace">
            <summary>
            <dd> <p>Set the stencil data to the reference value set by calling <strong>ID3D11DeviceContext::OMSetDepthStencilState</strong>.</p> </dd>
            </summary>
            <doc-id>dn770409</doc-id>
            <unmanaged>D3D12_STENCIL_OP_REPLACE</unmanaged>
            <unmanaged-short>D3D12_STENCIL_OP_REPLACE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StencilOperation.IncrementAndClamp">
            <summary>
            <dd> <p>Increment the stencil value by 1, and clamp the result.</p> </dd>
            </summary>
            <doc-id>dn770409</doc-id>
            <unmanaged>D3D12_STENCIL_OP_INCR_SAT</unmanaged>
            <unmanaged-short>D3D12_STENCIL_OP_INCR_SAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StencilOperation.DecrementAndClamp">
            <summary>
            <dd> <p>Decrement the stencil value by 1, and clamp the result.</p> </dd>
            </summary>
            <doc-id>dn770409</doc-id>
            <unmanaged>D3D12_STENCIL_OP_DECR_SAT</unmanaged>
            <unmanaged-short>D3D12_STENCIL_OP_DECR_SAT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StencilOperation.Invert">
            <summary>
            <dd> <p>Invert the stencil data.</p> </dd>
            </summary>
            <doc-id>dn770409</doc-id>
            <unmanaged>D3D12_STENCIL_OP_INVERT</unmanaged>
            <unmanaged-short>D3D12_STENCIL_OP_INVERT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StencilOperation.Increment">
            <summary>
            <dd> <p>Increment the stencil value by 1, and wrap the result if necessary.</p> </dd>
            </summary>
            <doc-id>dn770409</doc-id>
            <unmanaged>D3D12_STENCIL_OP_INCR</unmanaged>
            <unmanaged-short>D3D12_STENCIL_OP_INCR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StencilOperation.Decrement">
            <summary>
            <dd> <p>Decrement the stencil value by 1, and wrap the result if necessary.</p> </dd>
            </summary>
            <doc-id>dn770409</doc-id>
            <unmanaged>D3D12_STENCIL_OP_DECR</unmanaged>
            <unmanaged-short>D3D12_STENCIL_OP_DECR</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.TextureAddressMode">
            <summary>
            <p> Identifies a technique for resolving texture coordinates that are outside of the boundaries of a texture. </p>
            </summary>
            <remarks>
            <p> This enum is used by the <strong><see cref = "T:SharpDX.Direct3D12.SamplerStateDescription"/></strong> structure. </p>
            </remarks>
            <doc-id>dn770441</doc-id>
            <unmanaged>D3D12_TEXTURE_ADDRESS_MODE</unmanaged>
            <unmanaged-short>D3D12_TEXTURE_ADDRESS_MODE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TextureAddressMode.Wrap">
            <summary>
            <dd> <p> Tile the texture at every (u,v) integer junction. For example, for u values between 0 and 3, the texture is repeated three times. </p> </dd>
            </summary>
            <doc-id>dn770441</doc-id>
            <unmanaged>D3D12_TEXTURE_ADDRESS_MODE_WRAP</unmanaged>
            <unmanaged-short>D3D12_TEXTURE_ADDRESS_MODE_WRAP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TextureAddressMode.Mirror">
            <summary>
            <dd> <p> Flip the texture at every (u,v) integer junction. For u values between 0 and 1, for example, the texture is addressed normally; between 1 and 2, the texture is flipped (mirrored); between 2 and 3, the texture is normal again; and so on. </p> </dd>
            </summary>
            <doc-id>dn770441</doc-id>
            <unmanaged>D3D12_TEXTURE_ADDRESS_MODE_MIRROR</unmanaged>
            <unmanaged-short>D3D12_TEXTURE_ADDRESS_MODE_MIRROR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TextureAddressMode.Clamp">
            <summary>
            <dd> <p> Texture coordinates outside the range [0.0, 1.0] are set to the texture color at 0.0 or 1.0, respectively. </p> </dd>
            </summary>
            <doc-id>dn770441</doc-id>
            <unmanaged>D3D12_TEXTURE_ADDRESS_MODE_CLAMP</unmanaged>
            <unmanaged-short>D3D12_TEXTURE_ADDRESS_MODE_CLAMP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TextureAddressMode.Border">
            <summary>
            <dd> <p> Texture coordinates outside the range [0.0, 1.0] are set to the border color specified in <strong><see cref = "T:SharpDX.Direct3D12.SamplerStateDescription"/></strong> or HLSL code. </p> </dd>
            </summary>
            <doc-id>dn770441</doc-id>
            <unmanaged>D3D12_TEXTURE_ADDRESS_MODE_BORDER</unmanaged>
            <unmanaged-short>D3D12_TEXTURE_ADDRESS_MODE_BORDER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TextureAddressMode.MirrorOnce">
            <summary>
            <dd> <p> Similar to  <strong>D3D12_TEXTURE_ADDRESS_MODE_MIRROR</strong> and  <strong>D3D12_TEXTURE_ADDRESS_MODE_CLAMP</strong>. Takes the absolute value of the texture coordinate (thus, mirroring around 0), and then clamps to the maximum value. </p> </dd>
            </summary>
            <doc-id>dn770441</doc-id>
            <unmanaged>D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE</unmanaged>
            <unmanaged-short>D3D12_TEXTURE_ADDRESS_MODE_MIRROR_ONCE</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.TextureCopyType">
            <summary>
            <p>Specifies what type of texture copy is to take place.</p>
            </summary>
            <remarks>
            <p>This enum is used by the <strong><see cref = "T:SharpDX.Direct3D12.TextureCopyLocation"/></strong> structure.</p>
            </remarks>
            <doc-id>dn986750</doc-id>
            <unmanaged>D3D12_TEXTURE_COPY_TYPE</unmanaged>
            <unmanaged-short>D3D12_TEXTURE_COPY_TYPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TextureCopyType.SubResourceIndex">
            <summary>
            <dd> <p>Indicates a subresource, identified by an index, is to be copied.</p> </dd>
            </summary>
            <doc-id>dn986750</doc-id>
            <unmanaged>D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX</unmanaged>
            <unmanaged-short>D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TextureCopyType.PlacedFootprint">
            <summary>
            <dd> <p>Indicates a place footprint, identified by a <strong><see cref = "T:SharpDX.Direct3D12.PlacedSubResourceFootprint"/></strong> structure, is to be copied.</p> </dd>
            </summary>
            <doc-id>dn986750</doc-id>
            <unmanaged>D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT</unmanaged>
            <unmanaged-short>D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.TextureLayout">
            <summary>
            <p> Specifies texture layout options. </p>
            </summary>
            <remarks>
            <p> This enum is used by the <strong><see cref = "T:SharpDX.Direct3D12.ResourceDescription"/></strong> structure. </p><p> This enumeration controls the swizzle pattern of default textures and enable map support on default textures. Callers must query <strong><see cref = "T:SharpDX.Direct3D12.FeatureDataD3D12Options"/></strong> to ensure that each option is supported. </p><p> The standard swizzle formats applies within each page-sized chunk, and pages are laid out in linear order with respect to one another. A 16-bit interleave pattern defines the conversion from pre-swizzled intra-page location to the post-swizzled location. </p><p> To demonstrate, consider the 2D 32bpp swizzle format above. This is represented by the following interleave masks, where bits on the left are most-significant: </p><code>UINT xBytesMask = 1010 1010 1000 1111
            UINT yMask =      0101 0101 0111 0000</code><p> To compute the swizzled address, the following code could be used (where the <strong>_pdep_u32</strong> intrinsic instruction is supported): </p><code>UINT swizzledOffset = resourceBaseOffset + _pdep_u32(xOffset, xBytesMask) + _pdep_u32(yOffset, yBytesMask);</code>
            </remarks>
            <doc-id>dn770442</doc-id>
            <unmanaged>D3D12_TEXTURE_LAYOUT</unmanaged>
            <unmanaged-short>D3D12_TEXTURE_LAYOUT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TextureLayout.Unknown">
            <summary>
            <dd> <p> Indicates that the layout is unknown, and is likely adapter-dependent. During creation, the driver chooses the most efficient layout based on other resource properties, especially resource size and flags. Prefer this choice unless certain functionality is required from another texture layout. </p> <p> Zero-copy texture upload optimizations exist for UMA architectures; see <strong>ID3D12Resource::WriteToSubresource</strong>. </p> </dd>
            </summary>
            <doc-id>dn770442</doc-id>
            <unmanaged>D3D12_TEXTURE_LAYOUT_UNKNOWN</unmanaged>
            <unmanaged-short>D3D12_TEXTURE_LAYOUT_UNKNOWN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TextureLayout.RowMajor">
            <summary>
            <dd> <p> Indicates that data for the texture is stored in row-major order (sometimes called "pitch-linear order"). </p> <p> This texture layout locates consecutive texels of a row contiguously in memory, before the texels of the next row. Similarly, consecutive texels of a particular depth or array slice are contiguous in memory before the texels of the next depth or array slice. Padding may exist between rows and between depth or array slices to align collections of data. A stride is the distance in memory between rows, depth, or array slices; and it includes any padding. </p> <p> This texture layout enables sharing of the texture data between multiple adapters, when other layouts aren't available. </p> <p> Many restrictions apply, because this layout is generally not efficient for extensive usage: </p> <ul> <li> The locality of nearby texels is not rotationally invariant. </li> <li> Only the following texture properties are supported: <ul> <li> <strong><see cref = "T:SharpDX.Direct3D12.ResourceDimension"/></strong>_TEXTURE_2D. </li> <li> A single mip level. </li> <li> A single array slice. </li> <li> 64KB alignment. </li> <li> Non-MSAA. </li> <li> No <strong>D3D12_RESOURCE_FLAG</strong>_ALLOW_DEPTH_STENCIL. </li> <li> The format cannot be a YUV format. </li> </ul> </li> <li> The texture must be created on a heap with <strong>D3D12_HEAP_FLAG</strong>_SHARED_CROSS_ADAPTER. </li> </ul> <p> Buffers are created with <strong><see cref = "T:SharpDX.Direct3D12.TextureLayout"/></strong>_ROW_MAJOR, because row-major texture data can be located in them without creating a texture object. This is commonly used for uploading or reading back texture data, especially for discrete/NUMA adapters. However, <strong><see cref = "T:SharpDX.Direct3D12.TextureLayout"/></strong>_ROW_MAJOR can also be used when marshaling texture data between GPUs or adapters. For examples of usage with <strong>ID3D12GraphicsCommandList::CopyTextureRegion</strong>, see some of the following topics: </p> <ul> <li> Default Texture Mapping and Standard Swizzle </li> <li> Predication </li> <li> Synchronization and Multi-Engine </li> <li> Uploading Texture Data </li> </ul> </dd>
            </summary>
            <doc-id>dn770442</doc-id>
            <unmanaged>D3D12_TEXTURE_LAYOUT_ROW_MAJOR</unmanaged>
            <unmanaged-short>D3D12_TEXTURE_LAYOUT_ROW_MAJOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TextureLayout.UndefinedSwizzle64kb">
            <summary>
            <dd> <p> Indicates that the layout within 64KB tiles and tail mip packing is up to the driver. No standard swizzle pattern. </p> <p> This texture layout is arranged into contiguous 64KB regions, also known as tiles, containing near equilateral amount of consecutive number of texels along each dimension. Tiles are arranged in row-major order. While there is no padding between tiles, there are typically unused texels within the last tile in each dimension. The layout of texels within the tile is undefined. Each subresource immediately follows where the previous subresource end, and the subresource order follows the same sequence as subresource ordinals. However, tail mip packing is adapter-specific. For more details, see tiled resource tier and <strong>ID3D12Device::GetResourceTiling</strong>. </p> <p> This texture layout enables partially resident or sparse texture scenarios when used together with virtual memory page mapping functionality. This texture layout must be used together with <strong>ID3D12Device::CreateReservedResource</strong> to enable the usage of <strong>ID3D12CommandQueue::UpdateTileMappings</strong>. </p> <p> Some restrictions apply to textures with this layout: </p> <ul> <li> The adapter must support <strong><see cref = "T:SharpDX.Direct3D12.TiledResourcesTier"/></strong> 1 or greater. </li> <li> 64KB alignment must be used. </li> <li> <strong><see cref = "T:SharpDX.Direct3D12.ResourceDimension"/></strong>_TEXTURE1D is not supported, nor are all formats. </li> <li> The tiled resource tier indicates whether textures with <strong><see cref = "T:SharpDX.Direct3D12.ResourceDimension"/></strong>_TEXTURE3D is supported. </li> </ul> </dd>
            </summary>
            <doc-id>dn770442</doc-id>
            <unmanaged>D3D12_TEXTURE_LAYOUT_64KB_UNDEFINED_SWIZZLE</unmanaged>
            <unmanaged-short>D3D12_TEXTURE_LAYOUT_64KB_UNDEFINED_SWIZZLE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TextureLayout.StandardSwizzle64kb">
            <summary>
            <dd> <p> Indicates that a default texture uses the standardized swizzle pattern. </p> <p> This texture layout is arranged the same way that D3D12_TEXTURE_LAYOUT_64KB_UNDEFINED_SWIZZLE is, except that the layout of texels within the tile is defined. Tail mip packing is adapter-specific. </p> <p> This texture layout enables optimizations when marshaling data between multiple adapters or between the CPU and GPU. The amount of copying can be reduced when multiple components understand the texture memory layout. This layout is generally more efficient for extensive usage than row-major layout, due to the rotationally invariant locality of neighboring texels. This layout can typically only be used with adapters that support standard swizzle, but exceptions exist for cross-adapter shared heaps. </p> <p> The restrictions for this layout are that the following aren't supported: </p> <ul> <li> <strong><see cref = "T:SharpDX.Direct3D12.ResourceDimension"/></strong>_TEXTURE1D </li> <li> Multi-sample anti-aliasing (MSAA) </li> <li> <strong>D3D12_RESOURCE_FLAG</strong>_ALLOW_DEPTH_STENCIL </li> <li> Formats within the <strong><see cref = "T:SharpDX.DXGI.Format"/></strong>_R32G32B32_TYPELESS group </li> </ul> </dd>
            </summary>
            <doc-id>dn770442</doc-id>
            <unmanaged>D3D12_TEXTURE_LAYOUT_64KB_STANDARD_SWIZZLE</unmanaged>
            <unmanaged-short>D3D12_TEXTURE_LAYOUT_64KB_STANDARD_SWIZZLE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TileCopyFlags.None">
            <summary>
            <dd> <p> No tile-copy flags are specified. </p> </dd>
            </summary>
            <doc-id>dn986751</doc-id>
            <unmanaged>D3D12_TILE_COPY_FLAG_NONE</unmanaged>
            <unmanaged-short>D3D12_TILE_COPY_FLAG_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TileCopyFlags.NoHazard">
            <summary>
            <dd> <p> Indicates that the GPU isn't currently referencing any of the portions of destination memory being written. </p> </dd>
            </summary>
            <doc-id>dn986751</doc-id>
            <unmanaged>D3D12_TILE_COPY_FLAG_NO_HAZARD</unmanaged>
            <unmanaged-short>D3D12_TILE_COPY_FLAG_NO_HAZARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TileCopyFlags.LinearBufferToSwizzledTiledResource">
            <summary>
            <dd> <p> Indicates that the <strong>ID3D12GraphicsCommandList::CopyTiles</strong> operation involves copying a linear buffer to a swizzled tiled resource. This means to copy tile data from the specified buffer location, reading tiles sequentially, to the specified tile region (in x,y,z order if the region is a box), swizzling to optimal hardware memory layout as needed. In this <strong>ID3D12GraphicsCommandList::CopyTiles</strong> call, you specify the source data with the  <em>pBuffer</em> parameter and the destination with the <em>pTiledResource</em> parameter. </p> </dd>
            </summary>
            <doc-id>dn986751</doc-id>
            <unmanaged>D3D12_TILE_COPY_FLAG_LINEAR_BUFFER_TO_SWIZZLED_TILED_RESOURCE</unmanaged>
            <unmanaged-short>D3D12_TILE_COPY_FLAG_LINEAR_BUFFER_TO_SWIZZLED_TILED_RESOURCE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TileCopyFlags.SwizzledTiledResourceToLinearBuffer">
            <summary>
            <dd> <p> Indicates that the <strong>ID3D12GraphicsCommandList::CopyTiles</strong> operation involves copying a swizzled tiled resource to a linear buffer. This means to copy tile data from the tile region, reading tiles sequentially (in x,y,z order if the region is a box), to the specified buffer location, deswizzling to linear memory layout as needed. In this <strong>ID3D12GraphicsCommandList::CopyTiles</strong> call, you specify the source data with the <em>pTiledResource</em> parameter and the destination with the  <em>pBuffer</em> parameter. </p> </dd>
            </summary>
            <doc-id>dn986751</doc-id>
            <unmanaged>D3D12_TILE_COPY_FLAG_SWIZZLED_TILED_RESOURCE_TO_LINEAR_BUFFER</unmanaged>
            <unmanaged-short>D3D12_TILE_COPY_FLAG_SWIZZLED_TILED_RESOURCE_TO_LINEAR_BUFFER</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.TiledResourcesTier">
            <summary>
            <p> Identifies the tier level at which tiled resources are supported. </p>
            </summary>
            <remarks>
            <p> This enum is used by the <strong><see cref = "T:SharpDX.Direct3D12.FeatureDataD3D12Options"/></strong> structure. </p><p> There are three discrete pieces of functionality bundled together for tiled resource functionality: </p><ul> <li> A tile-based texture layout option where nearby texel addresses contain nearby data coordinates. A tile of texels contains nearly the same amount of texels in each cardinal dimension of the resource. This layout is represented in D3D12 by <strong>D3D12_TEXTURE_LAYOUT_64KB_UNDEFINED_SWIZZLE</strong>. </li> <li> Reserve a region of virtual address space for a resource, where each page is initially <c>null</c>-mapped. In D3D12, this is operation is encapsulated within <strong>ID3D12Device::CreateReservedResource</strong>, which only works with textures that have the D3D12_TEXTURE_LAYOUT_64KB_UNDEFINED_SWIZZLE layout. </li> <li> The ability to change page mappings and manipulate texture data on tile granularities. In D3D12, these operations are <strong>ID3D12CommandQueue::UpdateTileMappings</strong>, <strong>ID3D12CommandQueue::CopyTileMappings</strong>, and <strong>ID3D12GraphicsCommandList::CopyTiles</strong>. </li> </ul><p> Three significant changes over D3D11 are: </p><ul> <li> Tile pools are replaced by heaps. Heaps provide a superset of capabilities than D3D11 tile pools do. </li> <li> Reserved resources may be mapped to pages from multiple heaps at the same time. The D3D11 restriction that all non-<c>null</c> mapped pages must come from the same heap does not exist. </li> <li> Applications should be aware of GPU virtual address capabilities, which enable litmus tests for particular usage scenarios. See <strong>D3D12_FEATURE_GPU_VIRTUAL_ADDRESS_SUPPORT</strong>. </li> </ul>
            </remarks>
            <doc-id>dn879489</doc-id>
            <unmanaged>D3D12_TILED_RESOURCES_TIER</unmanaged>
            <unmanaged-short>D3D12_TILED_RESOURCES_TIER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TiledResourcesTier.TierNotSupported">
            <summary>
            <dd> <p> Indicates that textures cannot be created with the <strong>D3D12_TEXTURE_LAYOUT_64KB_UNDEFINED_SWIZZLE</strong> layout. </p> <p> <strong>ID3D12Device::CreateReservedResource</strong> cannot be used, not even for buffers. </p> </dd>
            </summary>
            <doc-id>dn879489</doc-id>
            <unmanaged>D3D12_TILED_RESOURCES_TIER_NOT_SUPPORTED</unmanaged>
            <unmanaged-short>D3D12_TILED_RESOURCES_TIER_NOT_SUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TiledResourcesTier.Tier1">
            <summary>
            <dd> <p> Indicates that 2D textures can be created with the D3D12_TEXTURE_LAYOUT_64KB_UNDEFINED_SWIZZLE layout. Limitations exist for certain resource formats and properties. For more details, see <strong>D3D12_TEXTURE_LAYOUT_64KB_UNDEFINED_SWIZZLE</strong>. </p> <p> <strong>ID3D12Device::CreateReservedResource</strong> can be used. </p> <p> GPU reads or writes to <c>null</c> mappings are undefined. Applications are encouraged to workaround this limitation by repeatedly mapping the same page to everywhere a <c>null</c> mapping would've been used. </p> <p> When the size of a texture mipmap level is an integer multiple of the standard tile shape for its format, it is guaranteed to be nonpacked. </p> </dd>
            </summary>
            <doc-id>dn879489</doc-id>
            <unmanaged>D3D12_TILED_RESOURCES_TIER_1</unmanaged>
            <unmanaged-short>D3D12_TILED_RESOURCES_TIER_1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TiledResourcesTier.Tier2">
            <summary>
            <dd> <p> Indicates that a superset of Tier_1 functionality is supported, including this additional support: </p> <ul> <li> When the size of a texture mipmap level is at least one standard tile shape for its format, the mipmap level is guaranteed to be nonpacked. For more info, see <strong><see cref = "T:SharpDX.Direct3D12.PackedMipInformation"/></strong>. </li> <li> Shader instructions are available for clamping level-of-detail (LOD) and for obtaining status about the shader operation. For info about one of these shader instructions, see Sample(S,float,int,float,uint). <strong>Sample(S,float,int,float,uint)</strong>. </li> <li> Reading from <strong><c>null</c></strong>-mapped tiles treat that sampled value as zero. Writes to <strong><c>null</c></strong>-mapped tiles are discarded. </li> </ul> <p> Adapters that support feature level 12_0 all support TIER_2 or greater. </p> </dd>
            </summary>
            <doc-id>dn879489</doc-id>
            <unmanaged>D3D12_TILED_RESOURCES_TIER_2</unmanaged>
            <unmanaged-short>D3D12_TILED_RESOURCES_TIER_2</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TiledResourcesTier.Tier3">
            <summary>
            <dd> <p> Indicates that a superset of Tier 2 is supported, with the addition that 3D textures (Volume Tiled Resources) are supported. </p> </dd>
            </summary>
            <doc-id>dn879489</doc-id>
            <unmanaged>D3D12_TILED_RESOURCES_TIER_3</unmanaged>
            <unmanaged-short>D3D12_TILED_RESOURCES_TIER_3</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TileMappingFlags.None">
            <summary>
            <dd> <p> No tile-mapping flags are specified. </p> </dd>
            </summary>
            <doc-id>dn986752</doc-id>
            <unmanaged>D3D12_TILE_MAPPING_FLAG_NONE</unmanaged>
            <unmanaged-short>D3D12_TILE_MAPPING_FLAG_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TileMappingFlags.NoHazard">
            <summary>
            <dd> <p>Unsupported, do not use. </p> </dd>
            </summary>
            <doc-id>dn986752</doc-id>
            <unmanaged>D3D12_TILE_MAPPING_FLAG_NO_HAZARD</unmanaged>
            <unmanaged-short>D3D12_TILE_MAPPING_FLAG_NO_HAZARD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TileRangeFlags.None">
            <summary>
            <dd> <p> No tile-mapping flags are specified. </p> </dd>
            </summary>
            <doc-id>dn986753</doc-id>
            <unmanaged>D3D12_TILE_RANGE_FLAG_NONE</unmanaged>
            <unmanaged-short>D3D12_TILE_RANGE_FLAG_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TileRangeFlags.Null">
            <summary>
            <dd> <p> The tile range is <strong><c>null</c></strong>. </p> </dd>
            </summary>
            <doc-id>dn986753</doc-id>
            <unmanaged>D3D12_TILE_RANGE_FLAG_NULL</unmanaged>
            <unmanaged-short>D3D12_TILE_RANGE_FLAG_NULL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TileRangeFlags.Skip">
            <summary>
            <dd> <p> Skip the tile range. </p> </dd>
            </summary>
            <doc-id>dn986753</doc-id>
            <unmanaged>D3D12_TILE_RANGE_FLAG_SKIP</unmanaged>
            <unmanaged-short>D3D12_TILE_RANGE_FLAG_SKIP</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TileRangeFlags.ReuseSingleTile">
            <summary>
            <dd> <p> Reuse a single tile in the tile range. </p> </dd>
            </summary>
            <doc-id>dn986753</doc-id>
            <unmanaged>D3D12_TILE_RANGE_FLAG_REUSE_SINGLE_TILE</unmanaged>
            <unmanaged-short>D3D12_TILE_RANGE_FLAG_REUSE_SINGLE_TILE</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.UnorderedAccessViewDimension">
            <summary>
            <p>Identifies unordered-access view options.</p>
            </summary>
            <remarks>
            <p> Specify one of the values in this enumeration in the <strong>ViewDimension</strong> member of a <strong><see cref = "T:SharpDX.Direct3D12.UnorderedAccessViewDescription"/></strong> structure. </p>
            </remarks>
            <doc-id>dn770450</doc-id>
            <unmanaged>D3D12_UAV_DIMENSION</unmanaged>
            <unmanaged-short>D3D12_UAV_DIMENSION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.UnorderedAccessViewDimension.Unknown">
            <summary>
            <dd> <p>The view type is unknown.</p> </dd>
            </summary>
            <doc-id>dn770450</doc-id>
            <unmanaged>D3D12_UAV_DIMENSION_UNKNOWN</unmanaged>
            <unmanaged-short>D3D12_UAV_DIMENSION_UNKNOWN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.UnorderedAccessViewDimension.Buffer">
            <summary>
            <dd> <p>View the resource as a buffer.</p> </dd>
            </summary>
            <doc-id>dn770450</doc-id>
            <unmanaged>D3D12_UAV_DIMENSION_BUFFER</unmanaged>
            <unmanaged-short>D3D12_UAV_DIMENSION_BUFFER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.UnorderedAccessViewDimension.Texture1D">
            <summary>
            <dd> <p>View the resource as a 1D texture.</p> </dd>
            </summary>
            <doc-id>dn770450</doc-id>
            <unmanaged>D3D12_UAV_DIMENSION_TEXTURE1D</unmanaged>
            <unmanaged-short>D3D12_UAV_DIMENSION_TEXTURE1D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.UnorderedAccessViewDimension.Texture1DArray">
            <summary>
            <dd> <p>View the resource as a 1D texture array.</p> </dd>
            </summary>
            <doc-id>dn770450</doc-id>
            <unmanaged>D3D12_UAV_DIMENSION_TEXTURE1DARRAY</unmanaged>
            <unmanaged-short>D3D12_UAV_DIMENSION_TEXTURE1DARRAY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.UnorderedAccessViewDimension.Texture2D">
            <summary>
            <dd> <p>View the resource as a 2D texture.</p> </dd>
            </summary>
            <doc-id>dn770450</doc-id>
            <unmanaged>D3D12_UAV_DIMENSION_TEXTURE2D</unmanaged>
            <unmanaged-short>D3D12_UAV_DIMENSION_TEXTURE2D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.UnorderedAccessViewDimension.Texture2DArray">
            <summary>
            <dd> <p>View the resource as a 2D texture array.</p> </dd>
            </summary>
            <doc-id>dn770450</doc-id>
            <unmanaged>D3D12_UAV_DIMENSION_TEXTURE2DARRAY</unmanaged>
            <unmanaged-short>D3D12_UAV_DIMENSION_TEXTURE2DARRAY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.UnorderedAccessViewDimension.Texture3D">
            <summary>
            <dd> <p>View the resource as a 3D texture array.</p> </dd>
            </summary>
            <doc-id>dn770450</doc-id>
            <unmanaged>D3D12_UAV_DIMENSION_TEXTURE3D</unmanaged>
            <unmanaged-short>D3D12_UAV_DIMENSION_TEXTURE3D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ViewInstancingFlags.None">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_VIEW_INSTANCING_FLAG_NONE</unmanaged>
            <unmanaged-short>D3D12_VIEW_INSTANCING_FLAG_NONE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ViewInstancingFlags.EnableViewInstanceMasking">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_VIEW_INSTANCING_FLAG_ENABLE_VIEW_INSTANCE_MASKING</unmanaged>
            <unmanaged-short>D3D12_VIEW_INSTANCING_FLAG_ENABLE_VIEW_INSTANCE_MASKING</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ViewInstancingTier">
            <summary>
            <p>Indicates the tier level at which view instancing is supported.</p>
            </summary>
            <doc-id>mt844813</doc-id>
            <unmanaged>D3D12_VIEW_INSTANCING_TIER</unmanaged>
            <unmanaged-short>D3D12_VIEW_INSTANCING_TIER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ViewInstancingTier.TierNotSupported">
            <summary>
            <dd> <p>View instancing is not supported.</p> </dd>
            </summary>
            <doc-id>mt844813</doc-id>
            <unmanaged>D3D12_VIEW_INSTANCING_TIER_NOT_SUPPORTED</unmanaged>
            <unmanaged-short>D3D12_VIEW_INSTANCING_TIER_NOT_SUPPORTED</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ViewInstancingTier.Tier1">
            <summary>
            <dd> <p>View instancing is supported by draw-call level looping only.</p> </dd>
            </summary>
            <doc-id>mt844813</doc-id>
            <unmanaged>D3D12_VIEW_INSTANCING_TIER_1</unmanaged>
            <unmanaged-short>D3D12_VIEW_INSTANCING_TIER_1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ViewInstancingTier.Tier2">
            <summary>
            <dd> <p>View instancing is supported by draw-call level looping at worst, but the GPU can perform view instancing more efficiently in certain circumstances which are architecture-dependent.</p> </dd>
            </summary>
            <doc-id>mt844813</doc-id>
            <unmanaged>D3D12_VIEW_INSTANCING_TIER_2</unmanaged>
            <unmanaged-short>D3D12_VIEW_INSTANCING_TIER_2</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ViewInstancingTier.Tier3">
            <summary>
            <dd> <p>View instancing is supported and instancing begins with the first shader stage that references SV_ViewID or with rasterization if no shader stage references SV_ViewID. This means that redundant work is eliminated across view instances when it's not dependent on SV_ViewID. Before rasterization, work that doesn't directly depend on SV_ViewID is shared across all views; only work that depends on SV_ViewID is repeated for each view.</p> <strong>Note</strong> If a hull shader produces tessellation factors that are dependent on SV_ViewID, then tessellation and all subsequent work must be repeated per-view. Similarly, if the amount of geometry produced by the geometry shader depends on SV_ViewID, then the geometry shader must be repeated per-view before proceeding to rasterization.   <p>View instance masking only effects whether work that directly depends on SV_ViewID is performed, not the entire loop iteration (per-view). If the view instance mask is non-0, some work that depends on SV_ViewID might still be performed on masked-off pixels but will have no externally-visible effect; for example, no UAV writes are performed and clipping/rasterzation is not invoked. If the view instance mask is 0 no work is performed, including work that's not dependent on SV_ViewID.</p> </dd>
            </summary>
            <doc-id>mt844813</doc-id>
            <unmanaged>D3D12_VIEW_INSTANCING_TIER_3</unmanaged>
            <unmanaged-short>D3D12_VIEW_INSTANCING_TIER_3</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.WriteBufferImmediateMode">
            <summary>
            <p>Specifies the mode used by a <strong>WriteBufferImmediate</strong> operation.</p>
            </summary>
            <doc-id>mt844814</doc-id>
            <unmanaged>D3D12_WRITEBUFFERIMMEDIATE_MODE</unmanaged>
            <unmanaged-short>D3D12_WRITEBUFFERIMMEDIATE_MODE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.WriteBufferImmediateMode.Default">
            <summary>
            <dd> <p>The write operation behaves the same as normal copy-write operations.</p> </dd>
            </summary>
            <doc-id>mt844814</doc-id>
            <unmanaged>D3D12_WRITEBUFFERIMMEDIATE_MODE_DEFAULT</unmanaged>
            <unmanaged-short>D3D12_WRITEBUFFERIMMEDIATE_MODE_DEFAULT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.WriteBufferImmediateMode.MarkerIn">
            <summary>
            <dd> <p>The write operation is guaranteed to occur after all preceding commands in the command stream have started, including previous <strong>WriteBufferImmediate</strong> operations.</p> </dd>
            </summary>
            <doc-id>mt844814</doc-id>
            <unmanaged>D3D12_WRITEBUFFERIMMEDIATE_MODE_MARKER_IN</unmanaged>
            <unmanaged-short>D3D12_WRITEBUFFERIMMEDIATE_MODE_MARKER_IN</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.WriteBufferImmediateMode.MarkerOut">
            <summary>
            <dd> <p>The write operation is deferred until all previous commands in the command stream have completed through the GPU pipeline, including previous <strong>WriteBufferImmediate</strong> operations. Write operations that specify <strong>D3D12_WRITEBUFFERIMMEDIATE_MODE_MARKER_OUT</strong> don't block subsequent operations from starting. If there are no previous operations in the command stream, then the write operation behaves as if <strong>D3D12_WRITEBUFFERIMMEDIATE_MODE_MARKER_IN</strong> was specified.</p> </dd>
            </summary>
            <doc-id>mt844814</doc-id>
            <unmanaged>D3D12_WRITEBUFFERIMMEDIATE_MODE_MARKER_OUT</unmanaged>
            <unmanaged-short>D3D12_WRITEBUFFERIMMEDIATE_MODE_MARKER_OUT</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.D3D12">
            <summary>
            Functions
            </summary>
        </member>
        <member name="M:SharpDX.Direct3D12.D3D12.SerializeRootSignature(System.IntPtr,SharpDX.Direct3D12.RootSignatureVersion,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)">
            <summary>
            No documentation.
            </summary>
            <param name = "rootSignatureRef">No documentation.</param>
            <param name = "version">No documentation.</param>
            <param name = "blobOut">No documentation.</param>
            <param name = "errorBlobOut">No documentation.</param>
            <returns>No documentation.</returns>
            <unmanaged>HRESULT D3D12SerializeRootSignature([In] const D3D12_ROOT_SIGNATURE_DESC* pRootSignature,[In] D3D_ROOT_SIGNATURE_VERSION Version,[Out] ID3D10Blob** ppBlob,[Out, Optional] ID3D10Blob** ppErrorBlob)</unmanaged>
            <unmanaged-short>D3D12SerializeRootSignature</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.D3D12.CreateRootSignatureDeserializer(System.IntPtr,SharpDX.PointerSize,System.Guid,System.IntPtr@)">
            <summary>
            <p> Deserializes a root signature so you can determine the layout definition (<strong><see cref = "T:SharpDX.Direct3D12.RootSignatureDescription"/></strong>). </p>
            </summary>
            <param name = "srcDataRef">No documentation.</param>
            <param name = "srcDataSizeInBytes">No documentation.</param>
            <param name = "rootSignatureDeserializerInterfaceRef">No documentation.</param>
            <param name = "rootSignatureDeserializerOut">No documentation.</param>
            <returns><p> Returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong> if successful; otherwise, returns one of the Direct3D 12 Return Codes. </p></returns>
            <remarks>
            <p>This function has been superceded by <strong>D3D12CreateVersionedRootSignatureDeserializer</strong>.</p><p> If an application has a serialized root signature already or has a compiled shader that contains a root signature and wants to determine the layout definition, it can call <strong>D3D12CreateRootSignatureDeserializer</strong> to generate a <strong><see cref = "T:SharpDX.Direct3D12.RootSignatureDeserializer"/></strong> interface. <strong>ID3D12RootSignatureDeserializer::GetRootSignature</strong> can return the deserialized data structure (<strong><see cref = "T:SharpDX.Direct3D12.RootSignatureDescription"/></strong>). <strong><see cref = "T:SharpDX.Direct3D12.RootSignatureDeserializer"/></strong> just owns the lifetime of the memory for the deserialized data structure. </p><p> The <strong>REFIID</strong>, or <strong><see cref = "T:System.Guid"/></strong>, of the interface to the root signature deserializer can be obtained by using the __uuidof() macro. For example, __uuidof(<strong><see cref = "T:SharpDX.Direct3D12.RootSignatureDeserializer"/></strong>) will get the <strong><see cref = "T:System.Guid"/></strong> of the interface to a root signature deserializer. </p><p> The function signature PFN_D3D12_CREATE_ROOT_SIGNATURE_DESERIALIZER is provided as a typedef, so that you can use dynamic linking techniques (GetProcAddress) instead of statically linking. </p>
            </remarks>
            <doc-id>dn859362</doc-id>
            <unmanaged>HRESULT D3D12CreateRootSignatureDeserializer([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSizeInBytes,[In] const GUID&amp; pRootSignatureDeserializerInterface,[Out] void** ppRootSignatureDeserializer)</unmanaged>
            <unmanaged-short>D3D12CreateRootSignatureDeserializer</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.D3D12.CreateVersionedRootSignatureDeserializer(System.IntPtr,SharpDX.PointerSize,System.Guid,System.IntPtr@)">
            <summary>
            <p>Generates an interface that can return the deserialized data structure, via <strong>GetUnconvertedRootSignatureDesc</strong>.</p>
            </summary>
            <param name = "srcDataRef">No documentation.</param>
            <param name = "srcDataSizeInBytes">No documentation.</param>
            <param name = "rootSignatureDeserializerInterfaceRef">No documentation.</param>
            <param name = "rootSignatureDeserializerOut">No documentation.</param>
            <returns><p> Returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong> if successful; otherwise, returns one of the Direct3D 12 Return Codes. </p></returns>
            <remarks>
            <p> If an application has a serialized root signature already or has a compiled shader that contains a root signature and wants to determine the layout definition, it can call <strong>D3D12CreateVersionedRootSignatureDeserializer</strong> to generate a <strong>ID3D12VersionedRootSignatureDeserializer</strong> interface. <strong>ID3D12VersionedRootSignatureDeserializer::GetRootSignatureDescAtVersion</strong> can return the deserialized data structure (<strong><see cref = "T:SharpDX.Direct3D12.RootSignatureDescription1"/></strong>). <strong>ID3D12VersionedRootSignatureDeserializer</strong> just owns the lifetime of the memory for the deserialized data structure. </p><p> The <strong>REFIID</strong>, or <strong><see cref = "T:System.Guid"/></strong>, of the interface to the root signature deserializer can be obtained by using the __uuidof() macro. For example, __uuidof(<strong>ID3D12VersionedRootSignatureDeserializer</strong>) will get the <strong><see cref = "T:System.Guid"/></strong> of the interface to a root signature deserializer. </p><p> The function signature PFN_D3D12_CREATE_ROOT_SIGNATURE_DESERIALIZER is provided as a typedef, so that you can use dynamic linking techniques (GetProcAddress) instead of statically linking. </p><p>This function supercedes <strong>D3D12CreateRootSignatureDeserializer</strong>.</p>
            </remarks>
            <doc-id>mt709109</doc-id>
            <unmanaged>HRESULT D3D12CreateVersionedRootSignatureDeserializer([In, Buffer] const void* pSrcData,[In] SIZE_T SrcDataSizeInBytes,[In] const GUID&amp; pRootSignatureDeserializerInterface,[Out] void** ppRootSignatureDeserializer)</unmanaged>
            <unmanaged-short>D3D12CreateVersionedRootSignatureDeserializer</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.D3D12.CreateDevice(SharpDX.IUnknown,SharpDX.Direct3D.FeatureLevel,System.Guid,SharpDX.Direct3D12.Device)">
            <summary>
            No documentation.
            </summary>
            <param name = "adapterRef">No documentation.</param>
            <param name = "minimumFeatureLevel">No documentation.</param>
            <param name = "riid">No documentation.</param>
            <param name = "deviceOut">No documentation.</param>
            <returns>No documentation.</returns>
            <unmanaged>HRESULT D3D12CreateDevice([In, Optional] IUnknown* pAdapter,[In] D3D_FEATURE_LEVEL MinimumFeatureLevel,[In] const GUID&amp; riid,[Out, Fast] void** ppDevice)</unmanaged>
            <unmanaged-short>D3D12CreateDevice</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.D3D12.GetDebugInterface(System.Guid,System.IntPtr@)">
            <summary>
            <p> Gets a debug interface. </p>
            </summary>
            <param name = "riid"><dd>  <p> The globally unique identifier (<strong><see cref = "T:System.Guid"/></strong>) for the debug interface. The <strong>REFIID</strong>, or <strong><see cref = "T:System.Guid"/></strong>, of the debug interface can be obtained by using the __uuidof() macro. For example, __uuidof(<strong><see cref = "T:SharpDX.Direct3D12.DebugInterface"/></strong>) will get the <strong><see cref = "T:System.Guid"/></strong> of the debug interface. </p> </dd></param>
            <param name = "vDebugOut"><dd>  <p> The debug interface, as a reference to reference to void. See <strong><see cref = "T:SharpDX.Direct3D12.DebugInterface"/></strong> and <strong><see cref = "T:SharpDX.Direct3D12.DebugDevice"/></strong>. </p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes. </p></returns>
            <remarks>
            <p> The function signature PFN_D3D12_GET_DEBUG_INTERFACE is provided as a typedef, so that you can use dynamic linking techniques (GetProcAddress) instead of statically linking. </p>
            </remarks>
            <doc-id>dn986869</doc-id>
            <unmanaged>HRESULT D3D12GetDebugInterface([In] const GUID&amp; riid,[Out, Optional] void** ppvDebug)</unmanaged>
            <unmanaged-short>D3D12GetDebugInterface</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.D3D12.EnableExperimentalFeatures(System.Int32,System.Guid[],System.IntPtr,System.Int32[])">
            <summary>
            <p>Generates an interface that can return the deserialized data structure, via <strong>GetUnconvertedRootSignatureDesc</strong>.</p>
            </summary>
            <param name = "numFeatures">No documentation.</param>
            <param name = "iIDsRef">No documentation.</param>
            <param name = "configurationStructsRef">No documentation.</param>
            <param name = "configurationStructSizesRef">No documentation.</param>
            <returns><p> Returns <strong><see cref = "F:SharpDX.Result.Ok"/></strong> if successful; otherwise, returns one of the Direct3D 12 Return Codes. </p></returns>
            <remarks>
            <p> If an application has a serialized root signature already or has a compiled shader that contains a root signature and wants to determine the layout definition, it can call <strong>D3D12CreateVersionedRootSignatureDeserializer</strong> to generate a <strong>ID3D12VersionedRootSignatureDeserializer</strong> interface. <strong>ID3D12VersionedRootSignatureDeserializer::GetRootSignatureDescAtVersion</strong> can return the deserialized data structure (<strong><see cref = "T:SharpDX.Direct3D12.RootSignatureDescription1"/></strong>). <strong>ID3D12VersionedRootSignatureDeserializer</strong> just owns the lifetime of the memory for the deserialized data structure. </p><p> The <strong>REFIID</strong>, or <strong><see cref = "T:System.Guid"/></strong>, of the interface to the root signature deserializer can be obtained by using the __uuidof() macro. For example, __uuidof(<strong>ID3D12VersionedRootSignatureDeserializer</strong>) will get the <strong><see cref = "T:System.Guid"/></strong> of the interface to a root signature deserializer. </p><p> The function signature PFN_D3D12_CREATE_ROOT_SIGNATURE_DESERIALIZER is provided as a typedef, so that you can use dynamic linking techniques (GetProcAddress) instead of statically linking. </p><p>This function supercedes <strong>D3D12CreateRootSignatureDeserializer</strong>.</p>
            </remarks>
            <doc-id>mt709109</doc-id>
            <unmanaged>HRESULT D3D12EnableExperimentalFeatures([In] unsigned int NumFeatures,[In, Buffer] const GUID* pIIDs,[In, Buffer, Optional] void* pConfigurationStructs,[In, Buffer, Optional] unsigned int* pConfigurationStructSizes)</unmanaged>
            <unmanaged-short>D3D12EnableExperimentalFeatures</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.CommandAllocator.Reset">
            <summary>
            <p>Indicates to re-use the memory that is associated with the command allocator.</p>
            </summary>
            <returns><p>This method returns <strong>E_FAIL</strong> if there is an actively recording command list referencing the command allocator.  The debug layer will also issue an error in this case.   See Direct3D 12 Return Codes for other possible return values.</p></returns>
            <remarks>
            <p>Apps call <strong>Reset</strong> to re-use the memory that is associated with a command allocator.  From this call to <strong>Reset</strong>, the runtime and driver determine that the graphics processing unit (GPU) is no longer executing any command lists that have recorded commands with the command allocator.</p><p>Unlike <strong>ID3D12GraphicsCommandList::Reset</strong>, it is not recommended that you call <strong>Reset</strong> on the command allocator while a command list is still being executed. </p><p>The debug layer will issue a warning if it can't prove that there are no pending GPU references to command lists that have recorded commands in the allocator.</p><p>The debug layer will issue an error if <strong>Reset</strong> is called concurrently by multiple threads (on the same allocator object).</p>
            </remarks>
            <doc-id>dn770464</doc-id>
            <unmanaged>HRESULT ID3D12CommandAllocator::Reset()</unmanaged>
            <unmanaged-short>ID3D12CommandAllocator::Reset</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.CommandList.TypeInfo">
            <summary>
            <p> Gets the type of the command list, such as direct, bundle, compute, or copy. </p>
            </summary>
            <doc-id>dn903824</doc-id>
            <unmanaged>GetType</unmanaged>
            <unmanaged-short>GetType</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.CommandList.GetTypeInfo">
            <summary>
            <p> Gets the type of the command list, such as direct, bundle, compute, or copy. </p>
            </summary>
            <returns><p> This method returns the type of the command list,  as a <strong><see cref = "T:SharpDX.Direct3D12.CommandListType"/></strong> enumeration constant,  such as direct, bundle, compute, or copy. </p></returns>
            <doc-id>dn903824</doc-id>
            <unmanaged>D3D12_COMMAND_LIST_TYPE ID3D12CommandList::GetType()</unmanaged>
            <unmanaged-short>ID3D12CommandList::GetType</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.Debug1.EnableGPUBasedValidation">
            <summary>
            <p>[Some information relates to pre-released product which may be substantially modified before it's commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.]</p><p>This method enables or disables GPU-Based Validation (GBV) before creating a device with the debug layer enabled.  </p>
            </summary>
            <remarks>
            <p>GPU-Based Validation can only be enabled/disabled prior to creating a device.  By default, GPU-Based Validation is disabled.  To disable GPU-Based Validation after initially enabling it the device must be fully released and recreated.  </p><p>For more information, see Using D3D12 Debug Layer GPU-Based Validation.</p>
            </remarks>
            <doc-id>mt762995</doc-id>
            <unmanaged>SetEnableGPUBasedValidation</unmanaged>
            <unmanaged-short>SetEnableGPUBasedValidation</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.Debug1.EnableSynchronizedCommandQueueValidation">
            <summary>
            <p>[Some information relates to pre-released product which may be substantially modified before it's commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.]</p><p>Enables or disables dependent command queue synchronization when using a D3D12 device with the debug layer enabled.</p>
            </summary>
            <remarks>
            <p>Dependent Command Queue Synchronization is a D3D12 Debug Layer feature that gives the debug layer the ability to track resource states more accurately when enabled.  Dependent Command Queue Synchronization is enabled by default.  </p><p>When Dependent Command Queue Synchronization is enabled, the debug layer holds back actual submission of GPU work until all outstanding fence <strong>Wait</strong> conditions are met.  This gives the debug layer the ability to make reasonable assumptions about GPU state (such as resource states) on the CPU-timeline when multiple command queues are potentially doing concurrent work.</p><p>With Dependent Command Queue Synchronization disabled, all resource states tracked by the debug layer are cleared each time <strong>ID3D12CommandQueue::Signal</strong> is called.  This results in significantly less useful resource state validation.</p><p>Disabling Dependent Command Queue Synchronization may reduce some debug layer performance overhead when using multiple command queues.  However, it is suggested to leave it enabled unless this overhead is problematic.  Note that applications that use only a single command queue will see no performance changes with Dependent Command Queue Synchronization disabled.</p>
            </remarks>
            <doc-id>mt762996</doc-id>
            <unmanaged>SetEnableSynchronizedCommandQueueValidation</unmanaged>
            <unmanaged-short>SetEnableSynchronizedCommandQueueValidation</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Debug1.EnableDebugLayer">
            <summary>
            <p>[Some information relates to pre-released product which may be substantially modified before it's commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.]</p><p>Enables the debug layer.</p>
            </summary>
            <remarks>
            <p>This method is identical to <strong>ID3D12Debug::EnableDebugLayer</strong>.</p>
            </remarks>
            <doc-id>mt762991</doc-id>
            <unmanaged>void ID3D12Debug1::EnableDebugLayer()</unmanaged>
            <unmanaged-short>ID3D12Debug1::EnableDebugLayer</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Debug1.SetEnableGPUBasedValidation(SharpDX.Mathematics.Interop.RawBool)">
            <summary>
            <p>[Some information relates to pre-released product which may be substantially modified before it's commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.]</p><p>This method enables or disables GPU-Based Validation (GBV) before creating a device with the debug layer enabled.  </p>
            </summary>
            <param name = "enable"><dd>  <p>TRUE to enable GPU-Based Validation, otherwise <see cref = "F:SharpDX.Result.False"/>.</p> </dd></param>
            <remarks>
            <p>GPU-Based Validation can only be enabled/disabled prior to creating a device.  By default, GPU-Based Validation is disabled.  To disable GPU-Based Validation after initially enabling it the device must be fully released and recreated.  </p><p>For more information, see Using D3D12 Debug Layer GPU-Based Validation.</p>
            </remarks>
            <doc-id>mt762995</doc-id>
            <unmanaged>void ID3D12Debug1::SetEnableGPUBasedValidation([In] BOOL Enable)</unmanaged>
            <unmanaged-short>ID3D12Debug1::SetEnableGPUBasedValidation</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Debug1.SetEnableSynchronizedCommandQueueValidation(SharpDX.Mathematics.Interop.RawBool)">
            <summary>
            <p>[Some information relates to pre-released product which may be substantially modified before it's commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.]</p><p>Enables or disables dependent command queue synchronization when using a D3D12 device with the debug layer enabled.</p>
            </summary>
            <param name = "enable"><dd>  <p>TRUE to enable Dependent Command Queue Synchronization, otherwise <see cref = "F:SharpDX.Result.False"/>.</p> </dd></param>
            <remarks>
            <p>Dependent Command Queue Synchronization is a D3D12 Debug Layer feature that gives the debug layer the ability to track resource states more accurately when enabled.  Dependent Command Queue Synchronization is enabled by default.  </p><p>When Dependent Command Queue Synchronization is enabled, the debug layer holds back actual submission of GPU work until all outstanding fence <strong>Wait</strong> conditions are met.  This gives the debug layer the ability to make reasonable assumptions about GPU state (such as resource states) on the CPU-timeline when multiple command queues are potentially doing concurrent work.</p><p>With Dependent Command Queue Synchronization disabled, all resource states tracked by the debug layer are cleared each time <strong>ID3D12CommandQueue::Signal</strong> is called.  This results in significantly less useful resource state validation.</p><p>Disabling Dependent Command Queue Synchronization may reduce some debug layer performance overhead when using multiple command queues.  However, it is suggested to leave it enabled unless this overhead is problematic.  Note that applications that use only a single command queue will see no performance changes with Dependent Command Queue Synchronization disabled.</p>
            </remarks>
            <doc-id>mt762996</doc-id>
            <unmanaged>void ID3D12Debug1::SetEnableSynchronizedCommandQueueValidation([In] BOOL Enable)</unmanaged>
            <unmanaged-short>ID3D12Debug1::SetEnableSynchronizedCommandQueueValidation</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.Debug2.GPUBasedValidationFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>SetGPUBasedValidationFlags</unmanaged>
            <unmanaged-short>SetGPUBasedValidationFlags</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Debug2.SetGPUBasedValidationFlags(SharpDX.Direct3D12.GpuBasedValidationFlags)">
            <summary>
            No documentation.
            </summary>
            <param name = "flags">No documentation.</param>
            <unmanaged>void ID3D12Debug2::SetGPUBasedValidationFlags([In] D3D12_GPU_BASED_VALIDATION_FLAGS Flags)</unmanaged>
            <unmanaged-short>ID3D12Debug2::SetGPUBasedValidationFlags</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.DebugCommandList.FeatureMask">
            <summary>
            <p>Returns or sets the debug feature flags that have been set on a command list. </p>
            </summary>
            <doc-id>dn950156</doc-id>
            <unmanaged>GetFeatureMask / SetFeatureMask</unmanaged>
            <unmanaged-short>GetFeatureMask</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.DebugCommandList.AssertResourceState(SharpDX.Direct3D12.Resource,System.Int32,System.Int32)">
            <summary>
            <p> Checks whether a resource, or subresource, is in a specified state, or not.</p>
            </summary>
            <param name = "resourceRef"><dd>  <p>Specifies the  <strong><see cref = "T:SharpDX.Direct3D12.Resource"/></strong> to check.</p> </dd></param>
            <param name = "subresource"><dd>  <p>The index of the subresource to check. This can be set to an index, or D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES.</p> </dd></param>
            <param name = "state"><dd>  <p>Specifies the state to check for. This can be one or more <see cref = "T:SharpDX.Direct3D12.ResourceStates"/> flags Or'ed together.</p> </dd></param>
            <returns><p>This method returns true if the resource or subresource is in the specified state, false otherwise.</p></returns>
            <doc-id>dn950155</doc-id>
            <unmanaged>BOOL ID3D12DebugCommandList::AssertResourceState([In] ID3D12Resource* pResource,[In] unsigned int Subresource,[In] unsigned int State)</unmanaged>
            <unmanaged-short>ID3D12DebugCommandList::AssertResourceState</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.DebugCommandList.SetFeatureMask(SharpDX.Direct3D12.DebugFeature)">
            <summary>
            <p> Turns the debug features for a command list on or off.</p>
            </summary>
            <param name = "mask"><dd>  <p> A combination of feature-mask flags that are combined by using a bitwise OR operation. If a flag is present, that feature will be set to on, otherwise the feature will be set to off.  </p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes.  </p></returns>
            <doc-id>dn950157</doc-id>
            <unmanaged>HRESULT ID3D12DebugCommandList::SetFeatureMask([In] D3D12_DEBUG_FEATURE Mask)</unmanaged>
            <unmanaged-short>ID3D12DebugCommandList::SetFeatureMask</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.DebugCommandList.GetFeatureMask">
            <summary>
            <p> Returns the debug feature flags that have been set on a command list. </p>
            </summary>
            <returns><p> A bit mask containing the set debug features. </p></returns>
            <doc-id>dn950156</doc-id>
            <unmanaged>D3D12_DEBUG_FEATURE ID3D12DebugCommandList::GetFeatureMask()</unmanaged>
            <unmanaged-short>ID3D12DebugCommandList::GetFeatureMask</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.DebugCommandList1.AssertResourceState(SharpDX.Direct3D12.Resource,System.Int32,System.Int32)">
            <summary>
            <p>[Some information relates to pre-released product which may be substantially modified before it's commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.]</p><p>Validates that the given state matches the state of the subresource, assuming the state of the given subresource is known during recording of a command list (e.g. the resource was transitioned earlier in the same command list recording).  If the state is not yet known this method sets the known state for further validation later in the same command list recording.</p>
            </summary>
            <param name = "resourceRef"><dd>  <p>Specifies the <strong><see cref = "T:SharpDX.Direct3D12.Resource"/></strong> to check.</p> </dd></param>
            <param name = "subresource"><dd>  <p>The index of the subresource to check. This can be set to an index, or D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES.</p> </dd></param>
            <param name = "state"><dd>  <p>Specifies the state to check for. This can be one or more <strong><see cref = "T:SharpDX.Direct3D12.ResourceStates"/></strong> flags Or'ed together.</p> </dd></param>
            <returns><p>This method returns <strong>true</strong> if the tracked state of the resource or subresource matches the specified state, <strong>false</strong> otherwise.</p></returns>
            <remarks>
            <p>Since execution of command lists occurs sometime after recording, the state of a resource often cannot be known during command list recording.  <strong>AssertResourceState</strong> gives an application developer the ability to impose an assumed state on a resource or subresource at a fixed recording point in a command list.</p><p>Often the state of a resource or subresource can either be known due to a previous barrier or inferred-by-use (for example, was used in an earlier call to <strong>CopyBufferRegion</strong>) during command list recording.  In such cases <strong>AssertResourceState</strong> can produce a debug message if the given state does not match the known or assumed state.</p><p>This API is for debug validation only and does not affect the actual runtime or GPU state of the resource.</p>
            </remarks>
            <doc-id>mt762987</doc-id>
            <unmanaged>BOOL ID3D12DebugCommandList1::AssertResourceState([In] ID3D12Resource* pResource,[In] unsigned int Subresource,[In] unsigned int State)</unmanaged>
            <unmanaged-short>ID3D12DebugCommandList1::AssertResourceState</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.DebugCommandList1.SetDebugParameter(SharpDX.Direct3D12.DebugCommandListParameterType,System.IntPtr,System.Int32)">
            <summary>
            <p>[Some information relates to pre-released product which may be substantially modified before it's commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.]</p><p>Modifies optional Debug Layer settings of a command list.</p>
            </summary>
            <param name = "type"><dd>  <p>Specifies a <strong><see cref = "T:SharpDX.Direct3D12.DebugCommandListParameterType"/></strong> value that indicates which debug parameter data to set.</p> </dd></param>
            <param name = "dataRef"><dd>  <p>Pointer to debug parameter data to set.  The interpretation of this data depends on the <strong><see cref = "T:SharpDX.Direct3D12.DebugCommandListParameterType"/></strong> given in the <em>Type</em> parameter.</p> </dd></param>
            <param name = "dataSize"><dd>  <p>Specifies the size in bytes of the debug parameter <em>pData</em>.</p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes.  </p></returns>
            <remarks>
            <p>Certain debug behaviors of D3D12 Debug Layer can be modified by setting debug parameters.  These can be used to toggle extra validation or expose experimental debug features.</p><p><strong>ID3D12DebugCommandList1::SetDebugParameter</strong> only impacts debug settings for the associated command list.  For device-wide debug parameters see the <strong>ID3D12DebugDevice1::SetDebugParameter</strong> method.</p><p>Resetting a command list restores the debug parameters to the default values.  This is because a command list reset is treated as equivalent to creating a new command list.</p>
            </remarks>
            <doc-id>mt762989</doc-id>
            <unmanaged>HRESULT ID3D12DebugCommandList1::SetDebugParameter([In] D3D12_DEBUG_COMMAND_LIST_PARAMETER_TYPE Type,[In, Buffer] const void* pData,[In] unsigned int DataSize)</unmanaged>
            <unmanaged-short>ID3D12DebugCommandList1::SetDebugParameter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.DebugCommandList1.GetDebugParameter(SharpDX.Direct3D12.DebugCommandListParameterType,System.IntPtr,System.Int32)">
            <summary>
            <p>[Some information relates to pre-released product which may be substantially modified before it's commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.]</p><p>Gets optional Command List Debug Layer settings.</p>
            </summary>
            <param name = "type"><dd>  <p>Specifies a <strong><see cref = "T:SharpDX.Direct3D12.DebugCommandListParameterType"/></strong> value that determines which debug parameter data to copy to the memory pointed to by <em>pData</em>.</p> </dd></param>
            <param name = "dataRef"><dd>  <p>Points to the memory that will be filled with a copy of the debug parameter data. The interpretation of this data depends on the <strong><see cref = "T:SharpDX.Direct3D12.DebugCommandListParameterType"/></strong> given in the <em>Type</em> parameter.</p> </dd></param>
            <param name = "dataSize"><dd>  <p>Size in bytes of the memory buffer pointed to by <em>pData</em>.</p> </dd></param>
            <returns><p> Returns <see cref = "F:SharpDX.Result.Ok"/> if successful, otherwise E_INVALIDARG.  </p></returns>
            <doc-id>mt762988</doc-id>
            <unmanaged>HRESULT ID3D12DebugCommandList1::GetDebugParameter([In] D3D12_DEBUG_COMMAND_LIST_PARAMETER_TYPE Type,[Out, Buffer] void* pData,[In] unsigned int DataSize)</unmanaged>
            <unmanaged-short>ID3D12DebugCommandList1::GetDebugParameter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.DebugCommandQueue.AssertResourceState(SharpDX.Direct3D12.Resource,System.Int32,System.Int32)">
            <summary>
            <p> Checks whether a resource, or subresource, is in a specified state, or not.</p>
            </summary>
            <param name = "resourceRef"><dd>  <p> Specifies the  <strong><see cref = "T:SharpDX.Direct3D12.Resource"/></strong> to check.</p> </dd></param>
            <param name = "subresource"><dd>  <p> The index of the subresource to check. This can be set to an index, or D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES.</p> </dd></param>
            <param name = "state"><dd>  <p> Specifies the state to check for. This can be one or more <see cref = "T:SharpDX.Direct3D12.ResourceStates"/> flags Or'ed together.</p> </dd></param>
            <returns><p> This method returns true if the resource or subresource is in the specified state, false otherwise. </p></returns>
            <remarks>
            <p>This method is very similar to <strong>ID3D12DebugCommandList::AssertResourceState</strong>, however there are methods on the command queue that work directly with resources that might need to be monitored (for example <strong>ID3D13CommandQueue::CopyTileMappings</strong>).</p>
            </remarks>
            <doc-id>dn950159</doc-id>
            <unmanaged>BOOL ID3D12DebugCommandQueue::AssertResourceState([In] ID3D12Resource* pResource,[In] unsigned int Subresource,[In] unsigned int State)</unmanaged>
            <unmanaged-short>ID3D12DebugCommandQueue::AssertResourceState</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.DebugDevice.FeatureMask">
            <summary>
            <p>Gets or sets a bit field of flags that indicates which debug features are on or off. </p>
            </summary>
            <doc-id>dn986874</doc-id>
            <unmanaged>GetFeatureMask / SetFeatureMask</unmanaged>
            <unmanaged-short>GetFeatureMask</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.DebugDevice.SetFeatureMask(SharpDX.Direct3D12.DebugFeature)">
            <summary>
            <p> Set a bit field of flags that will turn debug features on and off. </p>
            </summary>
            <param name = "mask"><dd>  <p> Feature-mask flags, as a bitwise-OR'd combination of <strong><see cref = "T:SharpDX.Direct3D12.DebugFeature"/></strong> enumeration constants. If a flag is present, that feature will be set to on; otherwise, the feature will be set to off. </p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes. <strong><see cref = "T:SharpDX.Result"/></strong> </p></returns>
            <doc-id>dn986876</doc-id>
            <unmanaged>HRESULT ID3D12DebugDevice::SetFeatureMask([In] D3D12_DEBUG_FEATURE Mask)</unmanaged>
            <unmanaged-short>ID3D12DebugDevice::SetFeatureMask</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.DebugDevice.GetFeatureMask">
            <summary>
            <p> Gets a bit field of flags that indicates which debug features are on or off. </p>
            </summary>
            <returns><p> Mask of feature-mask flags, as a bitwise OR'ed combination of <strong><see cref = "T:SharpDX.Direct3D12.DebugFeature"/></strong> enumeration constants. If a flag is present, then that feature will be set to on, otherwise the feature will be set to off.  </p></returns>
            <doc-id>dn986874</doc-id>
            <unmanaged>D3D12_DEBUG_FEATURE ID3D12DebugDevice::GetFeatureMask()</unmanaged>
            <unmanaged-short>ID3D12DebugDevice::GetFeatureMask</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.DebugDevice.ReportLiveDeviceObjects(SharpDX.Direct3D12.ReportingLevel)">
            <summary>
            <p> Reports information about a device object's lifetime. </p>
            </summary>
            <param name = "flags"><dd>  <p> A value from the <strong><see cref = "T:SharpDX.Direct3D12.ReportingLevel"/></strong> enumeration. This method uses the value in <em>Flags</em> to determine the amount of information to report about a device object's lifetime. </p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes. <strong><see cref = "T:SharpDX.Result"/></strong> </p></returns>
            <doc-id>dn986875</doc-id>
            <unmanaged>HRESULT ID3D12DebugDevice::ReportLiveDeviceObjects([In] D3D12_RLDO_FLAGS Flags)</unmanaged>
            <unmanaged-short>ID3D12DebugDevice::ReportLiveDeviceObjects</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.DebugDevice1.SetDebugParameter(SharpDX.Direct3D12.DebugDeviceParameterType,System.IntPtr,System.Int32)">
            <summary>
            <p>[Some information relates to pre-released product which may be substantially modified before it's commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.]</p><p>Modifies the D3D12 optional device-wide Debug Layer settings.</p>
            </summary>
            <param name = "type"><dd>  <p>Specifies a <strong><see cref = "T:SharpDX.Direct3D12.DebugDeviceParameterType"/></strong> value that indicates which debug parameter data to get.</p> </dd></param>
            <param name = "dataRef"><dd>  <p>Debug parameter data to set.</p> </dd></param>
            <param name = "dataSize"><dd>  <p>Size in bytes of the data pointed to by <em>pData</em>.</p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes.  </p></returns>
            <doc-id>mt762994</doc-id>
            <unmanaged>HRESULT ID3D12DebugDevice1::SetDebugParameter([In] D3D12_DEBUG_DEVICE_PARAMETER_TYPE Type,[In, Buffer] const void* pData,[In] unsigned int DataSize)</unmanaged>
            <unmanaged-short>ID3D12DebugDevice1::SetDebugParameter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.DebugDevice1.GetDebugParameter(SharpDX.Direct3D12.DebugDeviceParameterType,System.IntPtr,System.Int32)">
            <summary>
            <p>[Some information relates to pre-released product which may be substantially modified before it's commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.]</p><p>Gets optional device-wide Debug Layer settings.</p>
            </summary>
            <param name = "type"><dd>  <p>Specifies a <strong><see cref = "T:SharpDX.Direct3D12.DebugDeviceParameterType"/></strong> value that indicates which debug parameter data to set.</p> </dd></param>
            <param name = "dataRef"><dd>  <p>Points to the memory that will be filled with a copy of the debug parameter data. The interpretation of this data depends on the <strong><see cref = "T:SharpDX.Direct3D12.DebugDeviceParameterType"/></strong> given in the <em>Type</em> parameter.</p> </dd></param>
            <param name = "dataSize"><dd>  <p>Size in bytes of the memory buffer pointed to by <em>pData</em>.</p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes.  </p></returns>
            <doc-id>mt762992</doc-id>
            <unmanaged>HRESULT ID3D12DebugDevice1::GetDebugParameter([In] D3D12_DEBUG_DEVICE_PARAMETER_TYPE Type,[Out, Buffer] void* pData,[In] unsigned int DataSize)</unmanaged>
            <unmanaged-short>ID3D12DebugDevice1::GetDebugParameter</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.DebugDevice1.ReportLiveDeviceObjects(SharpDX.Direct3D12.ReportingLevel)">
            <summary>
            <p>[Some information relates to pre-released product which may be substantially modified before it's commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.]</p><p>Specifies the amount of information to report  on a device object's lifetime.</p>
            </summary>
            <param name = "flags"><dd>  <p>A value from the <strong><see cref = "T:SharpDX.Direct3D12.ReportingLevel"/></strong> enumeration. This method uses the value in <em>Flags</em> to determine the amount of information to report about a device object's lifetime.</p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes.  </p></returns>
            <doc-id>mt762993</doc-id>
            <unmanaged>HRESULT ID3D12DebugDevice1::ReportLiveDeviceObjects([In] D3D12_RLDO_FLAGS Flags)</unmanaged>
            <unmanaged-short>ID3D12DebugDevice1::ReportLiveDeviceObjects</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.DescriptorHeap.Description">
            <summary>
            <p> Gets the descriptor heap description. </p>
            </summary>
            <doc-id>dn788649</doc-id>
            <unmanaged>GetDesc</unmanaged>
            <unmanaged-short>GetDesc</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.DescriptorHeap.CPUDescriptorHandleForHeapStart">
            <summary>
            <p>Gets the CPU descriptor handle that represents the start of the heap.</p>
            </summary>
            <doc-id>dn899174</doc-id>
            <unmanaged>GetCPUDescriptorHandleForHeapStart</unmanaged>
            <unmanaged-short>GetCPUDescriptorHandleForHeapStart</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.DescriptorHeap.GPUDescriptorHandleForHeapStart">
            <summary>
            <p>Gets the GPU descriptor handle that represents the start of the heap.</p>
            </summary>
            <doc-id>dn899175</doc-id>
            <unmanaged>GetGPUDescriptorHandleForHeapStart</unmanaged>
            <unmanaged-short>GetGPUDescriptorHandleForHeapStart</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.DescriptorHeap.GetDescription">
            <summary>
            <p> Gets the descriptor heap description. </p>
            </summary>
            <returns><p> The description of the descriptor heap, as a <strong><see cref = "T:SharpDX.Direct3D12.DescriptorHeapDescription"/></strong> structure. </p></returns>
            <doc-id>dn788649</doc-id>
            <unmanaged>D3D12_DESCRIPTOR_HEAP_DESC ID3D12DescriptorHeap::GetDesc()</unmanaged>
            <unmanaged-short>ID3D12DescriptorHeap::GetDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.DescriptorHeap.GetCPUDescriptorHandleForHeapStart">
            <summary>
            <p>Gets the CPU descriptor handle that represents the start of the heap.</p>
            </summary>
            <returns><p>Returns the CPU descriptor handle that represents the start of the heap.</p></returns>
            <doc-id>dn899174</doc-id>
            <unmanaged>D3D12_CPU_DESCRIPTOR_HANDLE ID3D12DescriptorHeap::GetCPUDescriptorHandleForHeapStart()</unmanaged>
            <unmanaged-short>ID3D12DescriptorHeap::GetCPUDescriptorHandleForHeapStart</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.DescriptorHeap.GetGPUDescriptorHandleForHeapStart">
            <summary>
            <p>Gets the GPU descriptor handle that represents the start of the heap.</p>
            </summary>
            <returns><p>Returns the GPU descriptor handle that represents the start of the heap.</p></returns>
            <doc-id>dn899175</doc-id>
            <unmanaged>D3D12_GPU_DESCRIPTOR_HANDLE ID3D12DescriptorHeap::GetGPUDescriptorHandleForHeapStart()</unmanaged>
            <unmanaged-short>ID3D12DescriptorHeap::GetGPUDescriptorHandleForHeapStart</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device1.SetEventOnMultipleFenceCompletion(SharpDX.Direct3D12.Fence[],System.Int64[],System.Int32,SharpDX.Direct3D12.MultipleFenceWaitFlags,System.IntPtr)">
            <summary>
            <p>Specifies an event that should be fired when one or more of a collection of fences reach specific values.</p>
            </summary>
            <param name = "fencesOut"><dd>  <p>An array of length <em>NumFences</em> that specifies the <strong><see cref = "T:SharpDX.Direct3D12.Fence"/></strong> objects.</p> </dd></param>
            <param name = "fenceValuesRef"><dd>  <p>An array of length <em>NumFences</em> that specifies the fence values required for the event is to be signaled.</p> </dd></param>
            <param name = "numFences"><dd>  <p>Specifies the number of fences to be included.</p> </dd></param>
            <param name = "flags"><dd>  <p>Specifies one  of the <strong><see cref = "T:SharpDX.Direct3D12.MultipleFenceWaitFlags"/></strong> that determines how to proceed.</p> </dd></param>
            <param name = "hEvent"><dd>  <p>A handle to the event object.</p> </dd></param>
            <returns><p>This method returns an <see cref = "T:SharpDX.Result"/> success or error code.</p></returns>
            <remarks>
            <p>To specify a single fence refer to the <strong>SetEventOnCompletion</strong> method.</p>
            </remarks>
            <doc-id>mt709134</doc-id>
            <unmanaged>HRESULT ID3D12Device1::SetEventOnMultipleFenceCompletion([In, Buffer] const ID3D12Fence** ppFences,[In, Buffer] const unsigned longlong* pFenceValues,[In] unsigned int NumFences,[In] D3D12_MULTIPLE_FENCE_WAIT_FLAGS Flags,[In] void* hEvent)</unmanaged>
            <unmanaged-short>ID3D12Device1::SetEventOnMultipleFenceCompletion</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device1.SetResidencyPriority(System.Int32,SharpDX.Direct3D12.Pageable[],SharpDX.Direct3D12.ResidencyPriority[])">
            <summary>
            <p> </p><p>This method sets residency priorities of a specified list of objects.</p>
            </summary>
            <param name = "numObjects"><dd>  <p>Specifies the number of objects in the <em>ppObjects</em> and <em>pPriorities</em> arrays.</p> </dd></param>
            <param name = "objectsOut"><dd>  <p>Specifies an array, of length <em>NumObjects</em>, containing references to <strong><see cref = "T:SharpDX.Direct3D12.Pageable"/></strong> objects.</p> </dd></param>
            <param name = "prioritiesRef"><dd>  <p>Specifies an array, of length <em>NumObjects</em>, of <strong><see cref = "T:SharpDX.Direct3D12.ResidencyPriority"/></strong> values for the list of objects.</p> </dd></param>
            <returns><p>This method returns an <see cref = "T:SharpDX.Result"/> success or error code.</p></returns>
            <remarks>
            <p>For more information, refer to Residency.</p>
            </remarks>
            <doc-id>mt709135</doc-id>
            <unmanaged>HRESULT ID3D12Device1::SetResidencyPriority([In] unsigned int NumObjects,[In, Buffer] const ID3D12Pageable** ppObjects,[In, Buffer] const D3D12_RESIDENCY_PRIORITY* pPriorities)</unmanaged>
            <unmanaged-short>ID3D12Device1::SetResidencyPriority</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device1.SetEventOnMultipleFenceCompletion(SharpDX.ComArray{SharpDX.Direct3D12.Fence},System.Int64[],System.Int32,SharpDX.Direct3D12.MultipleFenceWaitFlags,System.IntPtr)">
            <summary>
            <p>Specifies an event that should be fired when one or more of a collection of fences reach specific values.</p>
            </summary>
            <param name = "fencesOut"><dd>  <p>An array of length <em>NumFences</em> that specifies the <strong><see cref = "T:SharpDX.Direct3D12.Fence"/></strong> objects.</p> </dd></param>
            <param name = "fenceValuesRef"><dd>  <p>An array of length <em>NumFences</em> that specifies the fence values required for the event is to be signaled.</p> </dd></param>
            <param name = "numFences"><dd>  <p>Specifies the number of fences to be included.</p> </dd></param>
            <param name = "flags"><dd>  <p>Specifies one  of the <strong><see cref = "T:SharpDX.Direct3D12.MultipleFenceWaitFlags"/></strong> that determines how to proceed.</p> </dd></param>
            <param name = "hEvent"><dd>  <p>A handle to the event object.</p> </dd></param>
            <returns><p>This method returns an <see cref = "T:SharpDX.Result"/> success or error code.</p></returns>
            <remarks>
            <p>To specify a single fence refer to the <strong>SetEventOnCompletion</strong> method.</p>
            </remarks>
            <doc-id>mt709134</doc-id>
            <unmanaged>HRESULT ID3D12Device1::SetEventOnMultipleFenceCompletion([In, Buffer] const ID3D12Fence** ppFences,[In, Buffer] const unsigned longlong* pFenceValues,[In] unsigned int NumFences,[In] D3D12_MULTIPLE_FENCE_WAIT_FLAGS Flags,[In] void* hEvent)</unmanaged>
            <unmanaged-short>ID3D12Device1::SetEventOnMultipleFenceCompletion</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device1.SetEventOnMultipleFenceCompletion(System.IntPtr,System.IntPtr,System.Int32,SharpDX.Direct3D12.MultipleFenceWaitFlags,System.IntPtr)">
            <summary>
            <p>Specifies an event that should be fired when one or more of a collection of fences reach specific values.</p>
            </summary>
            <param name = "fencesOut"><dd>  <p>An array of length <em>NumFences</em> that specifies the <strong><see cref = "T:SharpDX.Direct3D12.Fence"/></strong> objects.</p> </dd></param>
            <param name = "fenceValuesRef"><dd>  <p>An array of length <em>NumFences</em> that specifies the fence values required for the event is to be signaled.</p> </dd></param>
            <param name = "numFences"><dd>  <p>Specifies the number of fences to be included.</p> </dd></param>
            <param name = "flags"><dd>  <p>Specifies one  of the <strong><see cref = "T:SharpDX.Direct3D12.MultipleFenceWaitFlags"/></strong> that determines how to proceed.</p> </dd></param>
            <param name = "hEvent"><dd>  <p>A handle to the event object.</p> </dd></param>
            <returns><p>This method returns an <see cref = "T:SharpDX.Result"/> success or error code.</p></returns>
            <remarks>
            <p>To specify a single fence refer to the <strong>SetEventOnCompletion</strong> method.</p>
            </remarks>
            <doc-id>mt709134</doc-id>
            <unmanaged>HRESULT ID3D12Device1::SetEventOnMultipleFenceCompletion([In, Buffer] const ID3D12Fence** ppFences,[In, Buffer] const unsigned longlong* pFenceValues,[In] unsigned int NumFences,[In] D3D12_MULTIPLE_FENCE_WAIT_FLAGS Flags,[In] void* hEvent)</unmanaged>
            <unmanaged-short>ID3D12Device1::SetEventOnMultipleFenceCompletion</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device1.SetResidencyPriority(System.Int32,SharpDX.ComArray{SharpDX.Direct3D12.Pageable},SharpDX.Direct3D12.ResidencyPriority[])">
            <summary>
            <p> </p><p>This method sets residency priorities of a specified list of objects.</p>
            </summary>
            <param name = "numObjects"><dd>  <p>Specifies the number of objects in the <em>ppObjects</em> and <em>pPriorities</em> arrays.</p> </dd></param>
            <param name = "objectsOut"><dd>  <p>Specifies an array, of length <em>NumObjects</em>, containing references to <strong><see cref = "T:SharpDX.Direct3D12.Pageable"/></strong> objects.</p> </dd></param>
            <param name = "prioritiesRef"><dd>  <p>Specifies an array, of length <em>NumObjects</em>, of <strong><see cref = "T:SharpDX.Direct3D12.ResidencyPriority"/></strong> values for the list of objects.</p> </dd></param>
            <returns><p>This method returns an <see cref = "T:SharpDX.Result"/> success or error code.</p></returns>
            <remarks>
            <p>For more information, refer to Residency.</p>
            </remarks>
            <doc-id>mt709135</doc-id>
            <unmanaged>HRESULT ID3D12Device1::SetResidencyPriority([In] unsigned int NumObjects,[In, Buffer] const ID3D12Pageable** ppObjects,[In, Buffer] const D3D12_RESIDENCY_PRIORITY* pPriorities)</unmanaged>
            <unmanaged-short>ID3D12Device1::SetResidencyPriority</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device1.SetResidencyPriority(System.Int32,System.IntPtr,System.IntPtr)">
            <summary>
            <p> </p><p>This method sets residency priorities of a specified list of objects.</p>
            </summary>
            <param name = "numObjects"><dd>  <p>Specifies the number of objects in the <em>ppObjects</em> and <em>pPriorities</em> arrays.</p> </dd></param>
            <param name = "objectsOut"><dd>  <p>Specifies an array, of length <em>NumObjects</em>, containing references to <strong><see cref = "T:SharpDX.Direct3D12.Pageable"/></strong> objects.</p> </dd></param>
            <param name = "prioritiesRef"><dd>  <p>Specifies an array, of length <em>NumObjects</em>, of <strong><see cref = "T:SharpDX.Direct3D12.ResidencyPriority"/></strong> values for the list of objects.</p> </dd></param>
            <returns><p>This method returns an <see cref = "T:SharpDX.Result"/> success or error code.</p></returns>
            <remarks>
            <p>For more information, refer to Residency.</p>
            </remarks>
            <doc-id>mt709135</doc-id>
            <unmanaged>HRESULT ID3D12Device1::SetResidencyPriority([In] unsigned int NumObjects,[In, Buffer] const ID3D12Pageable** ppObjects,[In, Buffer] const D3D12_RESIDENCY_PRIORITY* pPriorities)</unmanaged>
            <unmanaged-short>ID3D12Device1::SetResidencyPriority</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device2.CreatePipelineState(SharpDX.Direct3D12.PipelineStateStreamDescription@,System.Guid)">
            <summary>
            No documentation.
            </summary>
            <param name = "descRef">No documentation.</param>
            <param name = "riid">No documentation.</param>
            <returns>No documentation.</returns>
            <unmanaged>HRESULT ID3D12Device2::CreatePipelineState([In] const D3D12_PIPELINE_STATE_STREAM_DESC* pDesc,[In] const GUID&amp; riid,[Out] void** ppPipelineState)</unmanaged>
            <unmanaged-short>ID3D12Device2::CreatePipelineState</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device3.OpenExistingHeapFromAddress(System.IntPtr,System.Guid,System.IntPtr@)">
            <summary>
            No documentation.
            </summary>
            <param name = "addressRef">No documentation.</param>
            <param name = "riid">No documentation.</param>
            <param name = "vHeapOut">No documentation.</param>
            <returns>No documentation.</returns>
            <unmanaged>HRESULT ID3D12Device3::OpenExistingHeapFromAddress([In] const void* pAddress,[In] const GUID&amp; riid,[Out] void** ppvHeap)</unmanaged>
            <unmanaged-short>ID3D12Device3::OpenExistingHeapFromAddress</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device3.OpenExistingHeapFromFileMapping(System.IntPtr,System.Guid,System.IntPtr@)">
            <summary>
            No documentation.
            </summary>
            <param name = "hFileMapping">No documentation.</param>
            <param name = "riid">No documentation.</param>
            <param name = "vHeapOut">No documentation.</param>
            <returns>No documentation.</returns>
            <unmanaged>HRESULT ID3D12Device3::OpenExistingHeapFromFileMapping([In] void* hFileMapping,[In] const GUID&amp; riid,[Out] void** ppvHeap)</unmanaged>
            <unmanaged-short>ID3D12Device3::OpenExistingHeapFromFileMapping</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device3.EnqueueMakeResident(SharpDX.Direct3D12.ResidencyFlags,System.Int32,SharpDX.Direct3D12.Pageable[],SharpDX.Direct3D12.Fence,System.Int64)">
            <summary>
            No documentation.
            </summary>
            <param name = "flags">No documentation.</param>
            <param name = "numObjects">No documentation.</param>
            <param name = "objectsOut">No documentation.</param>
            <param name = "fenceToSignalRef">No documentation.</param>
            <param name = "fenceValueToSignal">No documentation.</param>
            <returns>No documentation.</returns>
            <unmanaged>HRESULT ID3D12Device3::EnqueueMakeResident([In] D3D12_RESIDENCY_FLAGS Flags,[In] unsigned int NumObjects,[In, Buffer] const ID3D12Pageable** ppObjects,[In] ID3D12Fence* pFenceToSignal,[In] unsigned longlong FenceValueToSignal)</unmanaged>
            <unmanaged-short>ID3D12Device3::EnqueueMakeResident</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device3.EnqueueMakeResident(SharpDX.Direct3D12.ResidencyFlags,System.Int32,SharpDX.ComArray{SharpDX.Direct3D12.Pageable},SharpDX.Direct3D12.Fence,System.Int64)">
            <summary>
            No documentation.
            </summary>
            <param name = "flags">No documentation.</param>
            <param name = "numObjects">No documentation.</param>
            <param name = "objectsOut">No documentation.</param>
            <param name = "fenceToSignalRef">No documentation.</param>
            <param name = "fenceValueToSignal">No documentation.</param>
            <returns>No documentation.</returns>
            <unmanaged>HRESULT ID3D12Device3::EnqueueMakeResident([In] D3D12_RESIDENCY_FLAGS Flags,[In] unsigned int NumObjects,[In, Buffer] const ID3D12Pageable** ppObjects,[In] ID3D12Fence* pFenceToSignal,[In] unsigned longlong FenceValueToSignal)</unmanaged>
            <unmanaged-short>ID3D12Device3::EnqueueMakeResident</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Device3.EnqueueMakeResident(SharpDX.Direct3D12.ResidencyFlags,System.Int32,System.IntPtr,System.IntPtr,System.Int64)">
            <summary>
            No documentation.
            </summary>
            <param name = "flags">No documentation.</param>
            <param name = "numObjects">No documentation.</param>
            <param name = "objectsOut">No documentation.</param>
            <param name = "fenceToSignalRef">No documentation.</param>
            <param name = "fenceValueToSignal">No documentation.</param>
            <returns>No documentation.</returns>
            <unmanaged>HRESULT ID3D12Device3::EnqueueMakeResident([In] D3D12_RESIDENCY_FLAGS Flags,[In] unsigned int NumObjects,[In, Buffer] const ID3D12Pageable** ppObjects,[In] ID3D12Fence* pFenceToSignal,[In] unsigned longlong FenceValueToSignal)</unmanaged>
            <unmanaged-short>ID3D12Device3::EnqueueMakeResident</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.DeviceChild.GetDevice(System.Guid,System.IntPtr@)">
            <summary>
            <p>Gets a reference to the device that created this interface. </p>
            </summary>
            <param name = "riid"><dd>  <p> The globally unique identifier (<strong><see cref = "T:System.Guid"/></strong>) for the device interface. The <strong>REFIID</strong>, or <strong><see cref = "T:System.Guid"/></strong>, of the interface to the device can be obtained by using the __uuidof() macro. For example, __uuidof(<strong><see cref = "T:SharpDX.Direct3D12.Device"/></strong>) will get the <strong><see cref = "T:System.Guid"/></strong> of the interface to a device. </p> </dd></param>
            <param name = "vDeviceOut"><dd>  <p> A reference to a memory block that receives a reference to the <strong><see cref = "T:SharpDX.Direct3D12.Device"/></strong> interface for the device. </p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes. </p></returns>
            <remarks>
            <p> Any returned interfaces have their reference count incremented by one, so be sure to call ::release() on the returned references before they are freed or else you will have a memory leak. </p>
            </remarks>
            <doc-id>dn788652</doc-id>
            <unmanaged>HRESULT ID3D12DeviceChild::GetDevice([In] const GUID&amp; riid,[Out, Optional] void** ppvDevice)</unmanaged>
            <unmanaged-short>ID3D12DeviceChild::GetDevice</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.Fence.CompletedValue">
            <summary>
            <p>Gets the current value of the fence.</p>
            </summary>
            <doc-id>dn899189</doc-id>
            <unmanaged>GetCompletedValue</unmanaged>
            <unmanaged-short>GetCompletedValue</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Fence.GetCompletedValue">
            <summary>
            <p>Gets the current value of the fence.</p>
            </summary>
            <returns><p>Returns the current value of the fence. </p></returns>
            <doc-id>dn899189</doc-id>
            <unmanaged>unsigned longlong ID3D12Fence::GetCompletedValue()</unmanaged>
            <unmanaged-short>ID3D12Fence::GetCompletedValue</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Fence.SetEventOnCompletion(System.Int64,System.IntPtr)">
            <summary>
            No documentation.
            </summary>
            <param name = "value">No documentation.</param>
            <param name = "hEvent">No documentation.</param>
            <returns>No documentation.</returns>
            <unmanaged>HRESULT ID3D12Fence::SetEventOnCompletion([In] unsigned longlong Value,[In] void* hEvent)</unmanaged>
            <unmanaged-short>ID3D12Fence::SetEventOnCompletion</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Fence.Signal(System.Int64)">
            <summary>
            <p>Sets the fence to the specified value.</p>
            </summary>
            <param name = "value"><dd>  <p>The value to set the fence to.</p> </dd></param>
            <returns><p>This method returns one of the Direct3D 12 Return Codes. </p></returns>
            <remarks>
            <p>Use this method to set a fence value from the CPU side. Use <strong>ID3D12CommandQueue::Signal</strong> to set a fence from the GPU side.</p>
            </remarks>
            <doc-id>dn899191</doc-id>
            <unmanaged>HRESULT ID3D12Fence::Signal([In] unsigned longlong Value)</unmanaged>
            <unmanaged-short>ID3D12Fence::Signal</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.Fence1.CreationFlags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>GetCreationFlags</unmanaged>
            <unmanaged-short>GetCreationFlags</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Fence1.GetCreationFlags">
            <summary>
            No documentation.
            </summary>
            <returns>No documentation.</returns>
            <unmanaged>D3D12_FENCE_FLAGS ID3D12Fence1::GetCreationFlags()</unmanaged>
            <unmanaged-short>ID3D12Fence1::GetCreationFlags</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.GraphicsCommandList1.ViewInstanceMask">
            <summary>
            No documentation.
            </summary>
            <unmanaged>SetViewInstanceMask</unmanaged>
            <unmanaged-short>SetViewInstanceMask</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList1.AtomicCopyBufferUINT(SharpDX.Direct3D12.Resource,System.Int64,SharpDX.Direct3D12.Resource,System.Int64,System.Int32,SharpDX.Direct3D12.Resource[],SharpDX.Direct3D12.SubResourceRangeUInt64[])">
            <summary>
            No documentation.
            </summary>
            <param name = "dstBufferRef">No documentation.</param>
            <param name = "dstOffset">No documentation.</param>
            <param name = "srcBufferRef">No documentation.</param>
            <param name = "srcOffset">No documentation.</param>
            <param name = "dependencies">No documentation.</param>
            <param name = "dependentResourcesOut">No documentation.</param>
            <param name = "dependentSubresourceRangesRef">No documentation.</param>
            <unmanaged>void ID3D12GraphicsCommandList1::AtomicCopyBufferUINT([In] ID3D12Resource* pDstBuffer,[In] unsigned longlong DstOffset,[In] ID3D12Resource* pSrcBuffer,[In] unsigned longlong SrcOffset,[In] unsigned int Dependencies,[In, Buffer] const ID3D12Resource** ppDependentResources,[In, Buffer] const D3D12_SUBRESOURCE_RANGE_UINT64* pDependentSubresourceRanges)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList1::AtomicCopyBufferUINT</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList1.AtomicCopyBufferUINT64(SharpDX.Direct3D12.Resource,System.Int64,SharpDX.Direct3D12.Resource,System.Int64,System.Int32,SharpDX.Direct3D12.Resource[],SharpDX.Direct3D12.SubResourceRangeUInt64[])">
            <summary>
            No documentation.
            </summary>
            <param name = "dstBufferRef">No documentation.</param>
            <param name = "dstOffset">No documentation.</param>
            <param name = "srcBufferRef">No documentation.</param>
            <param name = "srcOffset">No documentation.</param>
            <param name = "dependencies">No documentation.</param>
            <param name = "dependentResourcesOut">No documentation.</param>
            <param name = "dependentSubresourceRangesRef">No documentation.</param>
            <unmanaged>void ID3D12GraphicsCommandList1::AtomicCopyBufferUINT64([In] ID3D12Resource* pDstBuffer,[In] unsigned longlong DstOffset,[In] ID3D12Resource* pSrcBuffer,[In] unsigned longlong SrcOffset,[In] unsigned int Dependencies,[In, Buffer] const ID3D12Resource** ppDependentResources,[In, Buffer] const D3D12_SUBRESOURCE_RANGE_UINT64* pDependentSubresourceRanges)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList1::AtomicCopyBufferUINT64</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList1.SetDepthsBounds(System.Single,System.Single)">
            <summary>
            No documentation.
            </summary>
            <param name = "min">No documentation.</param>
            <param name = "max">No documentation.</param>
            <unmanaged>void ID3D12GraphicsCommandList1::OMSetDepthBounds([In] float Min,[In] float Max)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList1::OMSetDepthBounds</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList1.SetSamplePositions(System.Int32,System.Int32,SharpDX.Direct3D12.SamplePosition[])">
            <summary>
            No documentation.
            </summary>
            <param name = "numSamplesPerPixel">No documentation.</param>
            <param name = "numPixels">No documentation.</param>
            <param name = "samplePositionsRef">No documentation.</param>
            <unmanaged>void ID3D12GraphicsCommandList1::SetSamplePositions([In] unsigned int NumSamplesPerPixel,[In] unsigned int NumPixels,[In, Buffer] D3D12_SAMPLE_POSITION* pSamplePositions)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList1::SetSamplePositions</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList1.ResolveSubresourceRegion(SharpDX.Direct3D12.Resource,System.Int32,System.Int32,System.Int32,SharpDX.Direct3D12.Resource,System.Int32,System.Nullable{SharpDX.Mathematics.Interop.RawRectangle},SharpDX.DXGI.Format,SharpDX.Direct3D12.ResolveMode)">
            <summary>
            <p>This method configures the sample positions used by subsequent draw, copy, resolve, and similar operations.</p>
            </summary>
            <param name = "dstResourceRef"><dd>  <p>SAL: <code>_In_</code></p> <p>Specifies the number of samples to take, per pixel. This value can be 1, 2, 4, 8, or 16, otherwise the SetSamplePosition call is dropped. The number of samples must match the sample count configured in the PSO at draw time, otherwise the behavior is undefined.</p> </dd></param>
            <param name = "dstSubresource"><dd>  <p>SAL: <code>_In_</code></p> <p>Specifies the number of pixels that sample patterns are being specified for. This value can be either 1 or 4, otherwise the SetSamplePosition call is dropped. A value of 1 configures a single sample pattern to be used for each pixel; a value of 4 configures separate sample patterns for each pixel in a 2x2 pixel grid which is repeated over the render-target or viewport space, aligned to even coordintes.</p> <p>Note that the maximum number of combined samples can't exceed 16, otherwise the call is dropped. If NumPixels is set to 4, NumSamplesPerPixel can specify no more than 4 samples.</p> </dd></param>
            <param name = "dstX"><dd>  <p>SAL: <code>_In_reads_(NumSamplesPerPixel*NumPixels)</code></p> <p>Specifies an array of <see cref = "T:SharpDX.Direct3D12.SamplePosition"/> elements. The size of the array is NumPixels * NumSamplesPerPixel. If NumPixels is set to 4, then the first group of sample positions corresponds to the upper-left pixel in the 2x2 grid of pixels; the next group of sample positions corresponds to the upper-right pixel, the next group to the lower-left pixel, and the final group to the lower-right pixel.</p> <p>If centroid interpolation is used during rendering, the order of positions for each pixel determines centroid-sampling prioritiy. That is, the first covered sample in the order specified is chosen as the centroid sample location.</p> </dd></param>
            <param name = "dstY">No documentation.</param>
            <param name = "srcResourceRef">No documentation.</param>
            <param name = "srcSubresource">No documentation.</param>
            <param name = "srcRectRef">No documentation.</param>
            <param name = "format">No documentation.</param>
            <param name = "resolveMode">No documentation.</param>
            <remarks>
            <p>The operational semantics of sample positions are determined by the various draw, copy, resolve, and other operations that can occur.</p><p><strong>CommandList:</strong> In the absense of any prior calls to SetSamplePositions in a CommandList, samples assume the default position based on the Pipeline State Object (PSO). The default positions are determined either by the SAMPLE_DESC portion of the PSO if it is present, or by the standard sample positions if the RASTERIZER_DESC portion of the PSO has ForcedSampleCount set to a value greater than 0.</p><p>After SetSamplePosition has been called, subsequent draw calls must use a PSO that specifies a matching sample count either using the SAMPLE_DESC portion of the PSO, or ForcedSampleCount in the RASTERIZER_DESC portion of the PSO.</p><p>SetSamplePositions can only be called on a graphics CommandList. It can't be called in a bundle; bundles inherit sample position state from the calling CommandList and don't modify it.</p><p>Calling SetSamplePositions(0, 0, <c>null</c>) reverts the sample positions to their default values.</p><p><strong>Clear RenderTarget:</strong> Sample positions are ignored when clearing a render target.</p><p><strong>Clear DepthStencil:</strong> When clearing the depth portion of a depth-stencil surface or any region of it, the sample positions must be set to match those of future rendering to the cleared surface or region; the contents of any uncleared regions produced using different sample positions become undefined.</p><p>When clearing the stencil portion of a depth-stencil surface or any region of it, the sample positions are ignored.</p><p><strong>Draw to RenderTarget:</strong> When drawing to a render target the sample positions can be changed for each draw call, even when drawing to a region that overlaps previous draw calls. The current sample positions determine the operational semantics of each draw call and samples are taken from taken from the stored contents of the render target, even if the contents were produced using different sample positions.</p><p><strong>Draw using DepthStencil:</strong> When drawing to a depth-stencil surface (read or write) or any region of it, the sample positions must be set to match those used to clear the affected region previously. To use a different sample position, the target region must be cleared first. The pixels outside the clear region are unaffected.</p><p>Hardware may store the depth portion or a depth-stencil surface as plane equations, and evaluate them to produce depth values when the application issues a read. Only the rasterizer and output-merger are required to suport programmable sample positions of the depth portion of a depth-stencil surface. Any other read or write of the depth portion that has been rendered with sample positions set may ignore them and instead sample at the standard positions.</p><p><strong>Resolve RenderTarget:</strong> When resolving a render target or any region of it, the sample positions are ignored; these APIs operate only on stored color values.</p><p><strong>Resolve DepthStencil:</strong> When resolving the depth portion of a depth-stencil surface or any region of it, the sample positions must be set to match those of past rendering to the resolved surface or region. To use a different sample position, the target region must be cleared first.</p><p>When resolving the stencil portion of a depth-stencil surface or any region of it, the sample positions are ignored; stencil resolves operate only on stored stencil values.</p><p><strong>Copy RenderTarget:</strong> When copying from a render target, the sample positions are ignored regardless of whether it is a full or partial copy.</p><p><strong>Copy DepthStencil (Full Subresource):</strong> When copying a full subresource from a depth-stencil surface, the sample positions must be set to match the sample positions used to generate the source surface. To use a different sample position, the target region must be cleared first.</p><p>On some hardware properties of the source surface (such as stored plane equations for depth values) transfer to the destination. Therefore, if the destination surface is subsequently drawn to, the sample positions originally used to generate the source content need to be used with the destination surface. The API requires this on all hardware for consistency even if it may only apply to some.</p><p><strong>Copy DepthStencil (Partial Subresource):</strong> When copying a partial subresource from a depth-stencil surface, the sample positions must be set to match the sample positions used to generate the source surface, similarly to copying a full subresource. However, if the content of an affected destination subresources is only partially covered by the copy, the contents of the uncovered portion within those subresources becomes undefined unless all of it was generated using the same sample positions as the copy source. To use a different sample position, the target region must be cleared first.</p><p>When copying a partial subresource from the stencil portion of a depth-stencil surface, the sample postions are ignored. It doesn?t matter what sample positions were used to generate content for any other areas of the destination buffer not covered by the copy ? those contents remain valid.</p><p><strong>Shader SamplePos:</strong> The HLSL SamplePos intrinsic is not aware of programmable sample positions and results returned to shaders calling this on a surface rendered with programmable positions is undefined. Applications must pass coordinates into their shader manually if needed. Similarly evaluating attributes by sample index is undefined with programmable sample positions.</p><p><strong>Transitioning out of DEPTH_READ or DEPTH_WRITE state:</strong> If a subresource in DEPTH_READ or DEPTH_WRITE state is transitioned to any other state, including COPY_SOURCE or RESOLVE_SOURCE, some hardware might need to decompress the surface. Therefore, the sample positions must be set on the command list to match those used to generate the content in the source surface. Furthermore, for any subsequent transitions of the surface while the same depth data remains in it, the sample positions must continue to match those set on the command list. To use a different sample position, the target region must be cleared first.</p><p>If an application wants to minimize the decompressed area when only a portion needs to be used, or just to preserve compression, ResolveSubresourceRegion() can be called in DECOMPRESS mode with a rect specified.  This will decompress just the relevant area to a separate resource leaving the source intact on some hardware, though on other hardware even the source area is decompressed. The separate explicitly decompressed resource can then be transitioned to the desired state (such as SHADER_RESOURCE).</p><p><strong>Transitioning out of RENDER_TARGET state:</strong> If a subresource in RENDER_TARGET state is transitioned to anything other than COPY_SOURCE or RESOLVE_SOURCE, some implementations may need to decompress the surface. This decompression is agnostic to sample positions.</p><p>If an application wants to minimize the decompressed area when only a portion needs to be used, or just to preserve compression, ResolveSubresourceRegion() can be called in DECOMPRESS mode with a rect specified.  This will decompress just the relevant area to a separate resource leaving the source intact on some hardware, though on other hardware even the source area is decompressed. The separate explicitly decompressed resource can then be transitioned to the desired state (such as SHADER_RESOURCE).</p>
            </remarks>
            <doc-id>mt492660</doc-id>
            <unmanaged>void ID3D12GraphicsCommandList1::ResolveSubresourceRegion([In] ID3D12Resource* pDstResource,[In] unsigned int DstSubresource,[In] unsigned int DstX,[In] unsigned int DstY,[In] ID3D12Resource* pSrcResource,[In] unsigned int SrcSubresource,[In, Optional] RECT* pSrcRect,[In] DXGI_FORMAT Format,[In] D3D12_RESOLVE_MODE ResolveMode)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList1::ResolveSubresourceRegion</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList1.SetViewInstanceMask(System.Int32)">
            <summary>
            No documentation.
            </summary>
            <param name = "mask">No documentation.</param>
            <unmanaged>void ID3D12GraphicsCommandList1::SetViewInstanceMask([In] unsigned int Mask)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList1::SetViewInstanceMask</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList1.AtomicCopyBufferUINT(SharpDX.Direct3D12.Resource,System.Int64,SharpDX.Direct3D12.Resource,System.Int64,System.Int32,SharpDX.ComArray{SharpDX.Direct3D12.Resource},SharpDX.Direct3D12.SubResourceRangeUInt64[])">
            <summary>
            No documentation.
            </summary>
            <param name = "dstBufferRef">No documentation.</param>
            <param name = "dstOffset">No documentation.</param>
            <param name = "srcBufferRef">No documentation.</param>
            <param name = "srcOffset">No documentation.</param>
            <param name = "dependencies">No documentation.</param>
            <param name = "dependentResourcesOut">No documentation.</param>
            <param name = "dependentSubresourceRangesRef">No documentation.</param>
            <unmanaged>void ID3D12GraphicsCommandList1::AtomicCopyBufferUINT([In] ID3D12Resource* pDstBuffer,[In] unsigned longlong DstOffset,[In] ID3D12Resource* pSrcBuffer,[In] unsigned longlong SrcOffset,[In] unsigned int Dependencies,[In, Buffer] const ID3D12Resource** ppDependentResources,[In, Buffer] const D3D12_SUBRESOURCE_RANGE_UINT64* pDependentSubresourceRanges)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList1::AtomicCopyBufferUINT</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList1.AtomicCopyBufferUINT(System.IntPtr,System.Int64,System.IntPtr,System.Int64,System.Int32,System.IntPtr,System.IntPtr)">
            <summary>
            No documentation.
            </summary>
            <param name = "dstBufferRef">No documentation.</param>
            <param name = "dstOffset">No documentation.</param>
            <param name = "srcBufferRef">No documentation.</param>
            <param name = "srcOffset">No documentation.</param>
            <param name = "dependencies">No documentation.</param>
            <param name = "dependentResourcesOut">No documentation.</param>
            <param name = "dependentSubresourceRangesRef">No documentation.</param>
            <unmanaged>void ID3D12GraphicsCommandList1::AtomicCopyBufferUINT([In] ID3D12Resource* pDstBuffer,[In] unsigned longlong DstOffset,[In] ID3D12Resource* pSrcBuffer,[In] unsigned longlong SrcOffset,[In] unsigned int Dependencies,[In, Buffer] const ID3D12Resource** ppDependentResources,[In, Buffer] const D3D12_SUBRESOURCE_RANGE_UINT64* pDependentSubresourceRanges)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList1::AtomicCopyBufferUINT</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList1.AtomicCopyBufferUINT64(SharpDX.Direct3D12.Resource,System.Int64,SharpDX.Direct3D12.Resource,System.Int64,System.Int32,SharpDX.ComArray{SharpDX.Direct3D12.Resource},SharpDX.Direct3D12.SubResourceRangeUInt64[])">
            <summary>
            No documentation.
            </summary>
            <param name = "dstBufferRef">No documentation.</param>
            <param name = "dstOffset">No documentation.</param>
            <param name = "srcBufferRef">No documentation.</param>
            <param name = "srcOffset">No documentation.</param>
            <param name = "dependencies">No documentation.</param>
            <param name = "dependentResourcesOut">No documentation.</param>
            <param name = "dependentSubresourceRangesRef">No documentation.</param>
            <unmanaged>void ID3D12GraphicsCommandList1::AtomicCopyBufferUINT64([In] ID3D12Resource* pDstBuffer,[In] unsigned longlong DstOffset,[In] ID3D12Resource* pSrcBuffer,[In] unsigned longlong SrcOffset,[In] unsigned int Dependencies,[In, Buffer] const ID3D12Resource** ppDependentResources,[In, Buffer] const D3D12_SUBRESOURCE_RANGE_UINT64* pDependentSubresourceRanges)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList1::AtomicCopyBufferUINT64</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList1.AtomicCopyBufferUINT64(System.IntPtr,System.Int64,System.IntPtr,System.Int64,System.Int32,System.IntPtr,System.IntPtr)">
            <summary>
            No documentation.
            </summary>
            <param name = "dstBufferRef">No documentation.</param>
            <param name = "dstOffset">No documentation.</param>
            <param name = "srcBufferRef">No documentation.</param>
            <param name = "srcOffset">No documentation.</param>
            <param name = "dependencies">No documentation.</param>
            <param name = "dependentResourcesOut">No documentation.</param>
            <param name = "dependentSubresourceRangesRef">No documentation.</param>
            <unmanaged>void ID3D12GraphicsCommandList1::AtomicCopyBufferUINT64([In] ID3D12Resource* pDstBuffer,[In] unsigned longlong DstOffset,[In] ID3D12Resource* pSrcBuffer,[In] unsigned longlong SrcOffset,[In] unsigned int Dependencies,[In, Buffer] const ID3D12Resource** ppDependentResources,[In, Buffer] const D3D12_SUBRESOURCE_RANGE_UINT64* pDependentSubresourceRanges)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList1::AtomicCopyBufferUINT64</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.GraphicsCommandList2.WriteBufferImmediate(System.Int32,SharpDX.Direct3D12.WriteBufferImmediateParameter[],SharpDX.Direct3D12.WriteBufferImmediateMode[])">
            <summary>
            No documentation.
            </summary>
            <param name = "count">No documentation.</param>
            <param name = "paramsRef">No documentation.</param>
            <param name = "modesRef">No documentation.</param>
            <unmanaged>void ID3D12GraphicsCommandList2::WriteBufferImmediate([In] unsigned int Count,[In, Buffer] const D3D12_WRITEBUFFERIMMEDIATE_PARAMETER* pParams,[In, Buffer, Optional] const D3D12_WRITEBUFFERIMMEDIATE_MODE* pModes)</unmanaged>
            <unmanaged-short>ID3D12GraphicsCommandList2::WriteBufferImmediate</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.Heap.Description">
            <summary>
            <p>Gets the heap description.</p>
            </summary>
            <doc-id>dn788689</doc-id>
            <unmanaged>GetDesc</unmanaged>
            <unmanaged-short>GetDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Heap.GetDescription">
            <summary>
            <p>Gets the heap description.</p>
            </summary>
            <returns><p>Returns the <strong><see cref = "T:SharpDX.Direct3D12.HeapDescription"/></strong> structure that describes the heap.</p></returns>
            <doc-id>dn788689</doc-id>
            <unmanaged>D3D12_HEAP_DESC ID3D12Heap::GetDesc()</unmanaged>
            <unmanaged-short>ID3D12Heap::GetDesc</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.Object.Name">
            <summary>
            <p> Associates a name with the device object. This name is for use in debug diagnostics and tools. </p>
            </summary>
            <remarks>
            <p> This method takes UNICODE names. The older Direct3D 11 debug object naming system through <strong>ID3D12Object::SetPrivateData</strong> with <strong><see cref = "!:DebugObjectName"/></strong> used ASCII. </p>
            </remarks>
            <doc-id>dn788701</doc-id>
            <unmanaged>SetName</unmanaged>
            <unmanaged-short>SetName</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Object.GetPrivateData(System.Guid,System.Int32@,System.IntPtr)">
            <summary>
            <p>Gets application-defined data from a device object.</p>
            </summary>
            <param name = "guid"><dd>  <p> The <strong><see cref = "T:System.Guid"/></strong> that is associated with the data. </p> </dd></param>
            <param name = "dataSizeRef"><dd>  <p> A reference to a variable that on input contains the size, in bytes, of the buffer that <em>pData</em> points to, and on output contains the size, in bytes, of the amount of data that <strong>GetPrivateData</strong> retrieved. </p> </dd></param>
            <param name = "dataRef"><dd>  <p> A reference to a memory block that receives the data from the device object if <em>pDataSize</em> points to a value that specifies a buffer large enough to hold the data. </p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes. </p></returns>
            <doc-id>dn788700</doc-id>
            <unmanaged>HRESULT ID3D12Object::GetPrivateData([In] const GUID&amp; guid,[InOut] unsigned int* pDataSize,[Out, Buffer, Optional] void* pData)</unmanaged>
            <unmanaged-short>ID3D12Object::GetPrivateData</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Object.SetPrivateData(System.Guid,System.Int32,System.IntPtr)">
            <summary>
            <p> Sets application-defined data to a device object and associates that data with an application-defined <strong><see cref = "T:System.Guid"/></strong>. </p>
            </summary>
            <param name = "guid"><dd>  <p> The <strong><see cref = "T:System.Guid"/></strong> to associate with the data. </p> </dd></param>
            <param name = "dataSize"><dd>  <p> The size in bytes of the data. </p> </dd></param>
            <param name = "dataRef"><dd>  <p> A reference to a memory block that contains the data to be stored with this device object. If <em>pData</em> is <strong><c>null</c></strong>, <em>DataSize</em> must also be 0, and any data that was previously associated with the <strong><see cref = "T:System.Guid"/></strong> specified in <em>guid</em> will be destroyed. </p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes. </p></returns>
            <remarks>
            <p> Rather than using the Direct3D 11 debug object naming scheme of calling <strong>ID3D12Object::SetPrivateData</strong> using <strong><see cref = "!:DebugObjectName"/></strong> with an ASCII name, call <strong>ID3D12Object::SetName</strong> with a UNICODE name. </p>
            </remarks>
            <doc-id>dn788702</doc-id>
            <unmanaged>HRESULT ID3D12Object::SetPrivateData([In] const GUID&amp; guid,[In] unsigned int DataSize,[In, Buffer, Optional] const void* pData)</unmanaged>
            <unmanaged-short>ID3D12Object::SetPrivateData</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Object.SetPrivateDataInterface(System.Guid,SharpDX.IUnknown)">
            <summary>
            <p> Associates an <strong><see cref = "T:SharpDX.IUnknown"/></strong>-derived interface with the device object and associates that interface with an application-defined <strong><see cref = "T:System.Guid"/></strong>. </p>
            </summary>
            <param name = "guid">No documentation.</param>
            <param name = "dataRef">No documentation.</param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes. </p></returns>
            <doc-id>dn788703</doc-id>
            <unmanaged>HRESULT ID3D12Object::SetPrivateDataInterface([In] const GUID&amp; guid,[In, Optional] const IUnknown* pData)</unmanaged>
            <unmanaged-short>ID3D12Object::SetPrivateDataInterface</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Object.SetName(System.String)">
            <summary>
            <p> Associates a name with the device object. This name is for use in debug diagnostics and tools. </p>
            </summary>
            <param name = "name"><dd>  <p> A <strong><c>null</c></strong>-terminated <strong>UNICODE</strong> string that contains the name to associate with the device object. </p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes. </p></returns>
            <remarks>
            <p> This method takes UNICODE names. The older Direct3D 11 debug object naming system through <strong>ID3D12Object::SetPrivateData</strong> with <strong><see cref = "!:DebugObjectName"/></strong> used ASCII. </p>
            </remarks>
            <doc-id>dn788701</doc-id>
            <unmanaged>HRESULT ID3D12Object::SetName([In] const wchar_t* Name)</unmanaged>
            <unmanaged-short>ID3D12Object::SetName</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.PipelineLibrary.SerializedSize">
            <summary>
            <p>Returns the amount of memory required to serialize the current contents of the database. 
            </p>
            </summary>
            <remarks>
            <p>Refer to the remarks and examples for <strong>CreatePipelineLibrary</strong>. </p>
            </remarks>
            <doc-id>mt709146</doc-id>
            <unmanaged>GetSerializedSize</unmanaged>
            <unmanaged-short>GetSerializedSize</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.PipelineLibrary.StorePipeline(System.String,SharpDX.Direct3D12.PipelineState)">
            <summary>
            <p>Adds the input PSO to an internal database with the corresponding name.</p>
            </summary>
            <param name = "nameRef"><dd>  <p>Specifies a unique name for the library. Overwriting is not supported.</p> </dd></param>
            <param name = "pipelineRef"><dd>  <p>Specifies the <strong><see cref = "T:SharpDX.Direct3D12.PipelineState"/></strong> to add.</p> </dd></param>
            <returns><p>This method returns an <see cref = "T:SharpDX.Result"/> success or error code, including E_INVALIDARG if the name already exists, E_OUTOFMEMORY if unable to allocate storage in the library. </p></returns>
            <remarks>
            <p>Refer to the remarks and examples for <strong>CreatePipelineLibrary</strong>. </p>
            </remarks>
            <doc-id>mt709150</doc-id>
            <unmanaged>HRESULT ID3D12PipelineLibrary::StorePipeline([In, Optional] const wchar_t* pName,[In] ID3D12PipelineState* pPipeline)</unmanaged>
            <unmanaged-short>ID3D12PipelineLibrary::StorePipeline</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.PipelineLibrary.LoadGraphicsPipeline(System.String,SharpDX.Direct3D12.GraphicsPipelineStateDescription,System.Guid,System.IntPtr@)">
            <summary>
            <p>Retrieves the requested PSO from the library. </p>
            </summary>
            <param name = "nameRef"><dd>  <p>The unique name of the PSO.</p> </dd></param>
            <param name = "descRef"><dd>  <p>Specifies a description of the required PSO in a <strong><see cref = "T:SharpDX.Direct3D12.GraphicsPipelineStateDescription"/></strong> structure. This input description is matched against the data in the current library database, and stored in order to prevent duplication of PSO contents.</p> </dd></param>
            <param name = "riid"><dd>  <p>Specifies a REFIID for the <strong><see cref = "T:SharpDX.Direct3D12.PipelineState"/></strong> object. Typically set this, and the following parameter, with the macro <code>IID_PPV_ARGS(&amp;PSO1)</code>, where <em>PSO1</em> is the name of the object.</p> </dd></param>
            <param name = "pipelineStateOut"><dd>  <p>Specifies a reference that will reference the returned PSO.</p> </dd></param>
            <returns><p>This method returns an <see cref = "T:SharpDX.Result"/> success or error code, which can include E_INVALIDARG if the name doesn?t exist, or if the input description doesn?t match the data in the library, and E_OUTOFMEMORY if unable to allocate the return PSO. </p></returns>
            <remarks>
            <p>Refer to the remarks and examples for <strong>CreatePipelineLibrary</strong>. </p>
            </remarks>
            <doc-id>mt709148</doc-id>
            <unmanaged>HRESULT ID3D12PipelineLibrary::LoadGraphicsPipeline([In] const wchar_t* pName,[In] const D3D12_GRAPHICS_PIPELINE_STATE_DESC* pDesc,[In] const GUID&amp; riid,[Out] void** ppPipelineState)</unmanaged>
            <unmanaged-short>ID3D12PipelineLibrary::LoadGraphicsPipeline</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.PipelineLibrary.LoadComputePipeline(System.String,SharpDX.Direct3D12.ComputePipelineStateDescription,System.Guid,System.IntPtr@)">
            <summary>
            <p>Retrieves the requested PSO from the library. The input desc is matched against the data in the current library database, and remembered in order to prevent duplication of PSO contents. 
            </p>
            </summary>
            <param name = "nameRef"><dd>  <p>The unique name of the PSO.</p> </dd></param>
            <param name = "descRef"><dd>  <p>Specifies a description of the required PSO in a <strong><see cref = "T:SharpDX.Direct3D12.ComputePipelineStateDescription"/></strong> structure. This input description is matched against the data in the current library database, and stored in order to prevent duplication of PSO contents.</p> </dd></param>
            <param name = "riid"><dd>  <p>Specifies a REFIID for the <strong><see cref = "T:SharpDX.Direct3D12.PipelineState"/></strong> object. Typically set this, and the following parameter, with the macro <code>IID_PPV_ARGS(&amp;PSO1)</code>, where <em>PSO1</em> is the name of the object.</p> </dd></param>
            <param name = "pipelineStateOut"><dd>  <p>Specifies a reference that will reference the returned PSO.</p> </dd></param>
            <returns><p>This method returns an <see cref = "T:SharpDX.Result"/> success or error code, which can include E_INVALIDARG if the name doesn?t exist, or if the input description doesn?t match the data in the library, and E_OUTOFMEMORY if unable to allocate the return PSO. </p></returns>
            <remarks>
            <p>Refer to the remarks and examples for <strong>CreatePipelineLibrary</strong>. </p>
            </remarks>
            <doc-id>mt709147</doc-id>
            <unmanaged>HRESULT ID3D12PipelineLibrary::LoadComputePipeline([In] const wchar_t* pName,[In] const D3D12_COMPUTE_PIPELINE_STATE_DESC* pDesc,[In] const GUID&amp; riid,[Out] void** ppPipelineState)</unmanaged>
            <unmanaged-short>ID3D12PipelineLibrary::LoadComputePipeline</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.PipelineLibrary.GetSerializedSize">
            <summary>
            <p>Returns the amount of memory required to serialize the current contents of the database. 
            </p>
            </summary>
            <returns><p>This method returns a <see cref = "T:SharpDX.PointerSize"/> object, containing the size required in bytes.</p></returns>
            <remarks>
            <p>Refer to the remarks and examples for <strong>CreatePipelineLibrary</strong>. </p>
            </remarks>
            <doc-id>mt709146</doc-id>
            <unmanaged>SIZE_T ID3D12PipelineLibrary::GetSerializedSize()</unmanaged>
            <unmanaged-short>ID3D12PipelineLibrary::GetSerializedSize</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.PipelineLibrary.Serialize(System.IntPtr,SharpDX.PointerSize)">
            <summary>
            <p>Writes the contents of the library to the provided memory, to be provided back to the runtime at a later time. 
            </p>
            </summary>
            <param name = "dataRef"><dd>  <p>Specifies a reference to the data. This memory must be readable and writeable up to the input size. This data can be saved and provided to <strong>CreatePipelineLibrary</strong> at a later time, including future instances of this or other processes. The data becomes invalidated if the runtime or driver is updated, and is not portable to other hardware or devices.</p> </dd></param>
            <param name = "dataSizeInBytes"><dd>  <p>The size provided must be at least the size returned from <strong>GetSerializedSize</strong>. </p> </dd></param>
            <returns><p>This method returns an <see cref = "T:SharpDX.Result"/> success or error code, including E_INVALIDARG if the buffer provided isn?t big enough. </p></returns>
            <remarks>
            <p>Refer to the remarks and examples for <strong>CreatePipelineLibrary</strong>. </p>
            </remarks>
            <doc-id>mt709149</doc-id>
            <unmanaged>HRESULT ID3D12PipelineLibrary::Serialize([Out, Buffer] void* pData,[In] SIZE_T DataSizeInBytes)</unmanaged>
            <unmanaged-short>ID3D12PipelineLibrary::Serialize</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.PipelineLibrary1.LoadPipeline(System.String,SharpDX.Direct3D12.PipelineStateStreamDescription@,System.Guid,System.IntPtr@)">
            <summary>
            No documentation.
            </summary>
            <param name = "nameRef">No documentation.</param>
            <param name = "descRef">No documentation.</param>
            <param name = "riid">No documentation.</param>
            <param name = "pipelineStateOut">No documentation.</param>
            <returns>No documentation.</returns>
            <unmanaged>HRESULT ID3D12PipelineLibrary1::LoadPipeline([In] const wchar_t* pName,[In] const D3D12_PIPELINE_STATE_STREAM_DESC* pDesc,[In] const GUID&amp; riid,[Out] void** ppPipelineState)</unmanaged>
            <unmanaged-short>ID3D12PipelineLibrary1::LoadPipeline</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.PipelineState.CachedBlob">
            <summary>
            <p> Gets the cached blob representing the pipeline state. </p>
            </summary>
            <remarks>
            <p>Refer to the remarks for <strong><see cref = "T:SharpDX.Direct3D12.CachedPipelineState"/></strong>.</p>
            </remarks>
            <doc-id>dn914413</doc-id>
            <unmanaged>GetCachedBlob</unmanaged>
            <unmanaged-short>GetCachedBlob</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.PipelineState.GetCachedBlob(SharpDX.Direct3D.Blob@)">
            <summary>
            <p> Gets the cached blob representing the pipeline state. </p>
            </summary>
            <param name = "blobOut"><dd>  <p> After this method returns, points to the cached blob representing the pipeline state. </p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes. </p></returns>
            <remarks>
            <p>Refer to the remarks for <strong><see cref = "T:SharpDX.Direct3D12.CachedPipelineState"/></strong>.</p>
            </remarks>
            <doc-id>dn914413</doc-id>
            <unmanaged>HRESULT ID3D12PipelineState::GetCachedBlob([Out] ID3D10Blob** ppBlob)</unmanaged>
            <unmanaged-short>ID3D12PipelineState::GetCachedBlob</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.Resource.Description">
            <summary>
            <p>Gets the resource description.</p>
            </summary>
            <doc-id>dn788710</doc-id>
            <unmanaged>GetDesc</unmanaged>
            <unmanaged-short>GetDesc</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.Resource.GPUVirtualAddress">
            <summary>
            <p> This method returns the GPU virtual address of a buffer resource. </p>
            </summary>
            <remarks>
            <p>This method is only useful for buffer resources, it will return zero for all texture resources.</p><p> For more information on the use of GPU virtual addresses, refer to Indirect Drawing.  </p>
            </remarks>
            <doc-id>dn903923</doc-id>
            <unmanaged>GetGPUVirtualAddress</unmanaged>
            <unmanaged-short>GetGPUVirtualAddress</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Resource.Map(System.Int32,System.Nullable{SharpDX.Direct3D12.Range})">
            <summary>
            No documentation.
            </summary>
            <param name = "subresource">No documentation.</param>
            <param name = "readRangeRef">No documentation.</param>
            <returns>No documentation.</returns>
            <unmanaged>HRESULT ID3D12Resource::Map([In] unsigned int Subresource,[In, Optional] const D3D12_RANGE* pReadRange,[Out] void** ppData)</unmanaged>
            <unmanaged-short>ID3D12Resource::Map</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Resource.Unmap(System.Int32,System.Nullable{SharpDX.Direct3D12.Range})">
            <summary>
            <p>Invalidates the CPU reference to the specified subresource in the resource. <strong>Unmap</strong> also flushes the CPU cache, when necessary, so that GPU reads to this address reflect any modifications made by the CPU.
            </p>
            </summary>
            <param name = "subresource"><dd>  <p>Specifies the index of the subresource.</p> </dd></param>
            <param name = "writtenRangeRef"><dd>  <p>A reference to a <strong><see cref = "T:SharpDX.Direct3D12.Range"/></strong> structure that describes the range of memory to unmap.</p> <p>This indicates the region the CPU might have modified, and the coordinates are subresource-relative. A null reference indicates the entire subresource might have been modified by the CPU. It is valid to specify the CPU didn't write any data by passing a range where <strong>End</strong> is less than or equal to <strong>Begin</strong>.</p> </dd></param>
            <remarks>
            <p>Refer to the extensive Remarks and Examples for the <strong>Map</strong> method.</p>
            </remarks>
            <doc-id>dn788713</doc-id>
            <unmanaged>void ID3D12Resource::Unmap([In] unsigned int Subresource,[In, Optional] const D3D12_RANGE* pWrittenRange)</unmanaged>
            <unmanaged-short>ID3D12Resource::Unmap</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Resource.GetDescription">
            <summary>
            <p>Gets the resource description.</p>
            </summary>
            <returns><p>A Direct3D 12 resource description structure.</p></returns>
            <doc-id>dn788710</doc-id>
            <unmanaged>D3D12_RESOURCE_DESC ID3D12Resource::GetDesc()</unmanaged>
            <unmanaged-short>ID3D12Resource::GetDesc</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Resource.GetGPUVirtualAddress">
            <summary>
            <p> This method returns the GPU virtual address of a buffer resource. </p>
            </summary>
            <returns><p> This method returns the GPU virtual address. D3D12_GPU_VIRTUAL_ADDRESS is a typedef'd synonym of UINT64. </p></returns>
            <remarks>
            <p>This method is only useful for buffer resources, it will return zero for all texture resources.</p><p> For more information on the use of GPU virtual addresses, refer to Indirect Drawing.  </p>
            </remarks>
            <doc-id>dn903923</doc-id>
            <unmanaged>unsigned longlong ID3D12Resource::GetGPUVirtualAddress()</unmanaged>
            <unmanaged-short>ID3D12Resource::GetGPUVirtualAddress</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Resource.WriteToSubresource(System.Int32,System.Nullable{SharpDX.Direct3D12.ResourceRegion},System.IntPtr,System.Int32,System.Int32)">
            <summary>
            <p>Uses the CPU to copy data into a subresource, enabling the CPU to modify the contents of most textures with undefined layouts.</p>
            </summary>
            <param name = "dstSubresource"><dd>  <p> Specifies the index of the subresource. </p> </dd></param>
            <param name = "dstBoxRef"><dd>  <p> A reference to a box that defines the portion of the destination subresource to copy the resource data into. If <c>null</c>, the data is written to the destination subresource with no offset. The dimensions of the source must fit the destination (see <strong><see cref = "T:SharpDX.Direct3D12.ResourceRegion"/></strong>). </p> <p> An empty box results in a no-op. A box is empty if the top value is greater than or equal to the bottom value, or the left value is greater than or equal to the right value,  or the front value is greater than or equal to the back value. When the box is empty, this method doesn't perform any operation. </p> </dd></param>
            <param name = "srcDataRef"><dd>  <p> A reference to the source data in memory. </p> </dd></param>
            <param name = "srcRowPitch"><dd>  <p>The distance from one row of source data to the next row. </p> </dd></param>
            <param name = "srcDepthPitch"><dd>  <p> The distance from one depth slice of source data to the next. </p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes. </p></returns>
            <remarks>
            <p>The resource should first be mapped using <strong>Map</strong>. Textures must be in the <strong>D3D12_RESOURCE_STATE_COMMON</strong> state for CPU access through <strong>WriteToSubresource</strong> and <strong>ReadFromSubresource</strong> to be legal; but buffers do not.</p><p> For efficiency, ensure the bounds and alignment of the extents within the box are ( 64 / [bytes per pixel] ) pixels horizontally. Vertical bounds and alignment should be 2 rows, except when 1-byte-per-pixel formats are used, in which case 4 rows are recommended. Single depth slices per call are handled efficiently. It is recommended but not necessary to provide references and strides which are 128-byte aligned. </p><p> When writing to sub mipmap levels, it is recommended to use larger width and heights than described above. This is because small mipmap levels may actually be stored within a larger block of memory, with an opaque amount of offsetting which can interfere with alignment to cache lines. </p><p><strong>WriteToSubresource</strong> and <strong>ReadFromSubresource</strong> enable near zero-copy optimizations for UMA adapters, but can prohibitively impair the efficiency of discrete/ NUMA adapters as the texture data cannot reside in local video memory. Typical applications should stick to discrete-friendly upload techniques, unless they recognize the adapter architecture is UMA. For more details on uploading, refer to <strong>CopyTextureRegion</strong>, and for more details on UMA, refer to <strong><see cref = "T:SharpDX.Direct3D12.FeatureDataArchitecture"/></strong>. </p><p>On UMA systems, this routine can be used to minimize the cost of memory copying through the loop optimization known as loop tiling. By breaking up the upload into chucks that comfortably fit in the CPU cache, the effective bandwidth between the CPU and main memory more closely achieves theoretical maximums.
            </p>
            </remarks>
            <doc-id>dn914416</doc-id>
            <unmanaged>HRESULT ID3D12Resource::WriteToSubresource([In] unsigned int DstSubresource,[In, Optional] const D3D12_BOX* pDstBox,[In] const void* pSrcData,[In] unsigned int SrcRowPitch,[In] unsigned int SrcDepthPitch)</unmanaged>
            <unmanaged-short>ID3D12Resource::WriteToSubresource</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Resource.ReadFromSubresource(System.IntPtr,System.Int32,System.Int32,System.Int32,System.Nullable{SharpDX.Direct3D12.ResourceRegion})">
            <summary>
            <p> Uses the CPU to copy data from a subresource, enabling the CPU to read the contents of most textures with undefined layouts. </p>
            </summary>
            <param name = "dstDataRef"><dd>  <p> A reference to the destination data in memory. </p> </dd></param>
            <param name = "dstRowPitch"><dd>  <p> The distance from one row of destination data to the next row. </p> </dd></param>
            <param name = "dstDepthPitch"><dd>  <p> The distance from one depth slice of destination data to the next. </p> </dd></param>
            <param name = "srcSubresource"><dd>  <p> Specifies the index of the subresource to read from. </p> </dd></param>
            <param name = "srcBoxRef"><dd>  <p> A reference to a box that defines the portion of the destination subresource to copy the resource data from. If <c>null</c>, the data is read from the destination subresource with no offset. The dimensions of the destination must fit the destination (see <strong><see cref = "T:SharpDX.Direct3D12.ResourceRegion"/></strong>). </p> <p> An empty box results in a no-op. A box is empty if the top value is greater than or equal to the bottom value, or the left value is greater than or equal to the right value, or the front value is greater than or equal to the back value. When the box is empty, this method doesn't perform any operation. </p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes. </p></returns>
            <remarks>
            <p> See the Remarks section for <strong>WriteToSubresource</strong>. </p>
            </remarks>
            <doc-id>dn914415</doc-id>
            <unmanaged>HRESULT ID3D12Resource::ReadFromSubresource([In, Value] void* pDstData,[In] unsigned int DstRowPitch,[In] unsigned int DstDepthPitch,[In] unsigned int SrcSubresource,[In, Optional] const D3D12_BOX* pSrcBox)</unmanaged>
            <unmanaged-short>ID3D12Resource::ReadFromSubresource</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Resource.GetHeapProperties(SharpDX.Direct3D12.HeapProperties@,SharpDX.Direct3D12.HeapFlags@)">
            <summary>
            <p> Retrieves the properties of the resource heap, for placed and committed resources. </p>
            </summary>
            <param name = "heapPropertiesRef"><dd>  <p> Pointer to a <strong><see cref = "T:SharpDX.Direct3D12.HeapProperties"/></strong> structure, that on successful completion of the method will contain the resource heap properties. </p> </dd></param>
            <param name = "heapFlagsRef"><dd>  <p> Specifies a <strong><see cref = "T:SharpDX.Direct3D12.HeapFlags"/></strong> variable, that on successful completion of the method will contain any miscellaneous heap flags. </p> </dd></param>
            <returns><p> This method returns one of the Direct3D 12 Return Codes. If the resource was created as reserved, E_INVALIDARG is returned. </p></returns>
            <remarks>
            <p> This method only works on placed and committed resources, not on reserved resources. If the resource was created as reserved, E_INVALIDARG is returned. The pages could be mapped to none, one, or more heaps. </p><p> For more information, refer to Memory Management in Direct3D 12. </p>
            </remarks>
            <doc-id>dn914414</doc-id>
            <unmanaged>HRESULT ID3D12Resource::GetHeapProperties([Out, Optional] D3D12_HEAP_PROPERTIES* pHeapProperties,[Out, Optional] D3D12_HEAP_FLAGS* pHeapFlags)</unmanaged>
            <unmanaged-short>ID3D12Resource::GetHeapProperties</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.SharingContract.Present(SharpDX.Direct3D12.Resource,System.Int32)">
            <summary>
            No documentation.
            </summary>
            <param name = "resourceRef">No documentation.</param>
            <param name = "subresource">No documentation.</param>
            <unmanaged>void ID3D12SharingContract::Present([In] ID3D12Resource* pResource,[In] unsigned int Subresource)</unmanaged>
            <unmanaged-short>ID3D12SharingContract::Present</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.SharingContract.SharedFenceSignal(SharpDX.Direct3D12.Fence,System.Int64)">
            <summary>
            No documentation.
            </summary>
            <param name = "fenceRef">No documentation.</param>
            <param name = "fenceValue">No documentation.</param>
            <unmanaged>void ID3D12SharingContract::SharedFenceSignal([In] ID3D12Fence* pFence,[In] unsigned longlong FenceValue)</unmanaged>
            <unmanaged-short>ID3D12SharingContract::SharedFenceSignal</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Tools.EnableShaderInstrumentation(SharpDX.Mathematics.Interop.RawBool)">
            <summary>
            No documentation.
            </summary>
            <param name = "bEnable">No documentation.</param>
            <unmanaged>void ID3D12Tools::EnableShaderInstrumentation([In] BOOL bEnable)</unmanaged>
            <unmanaged-short>ID3D12Tools::EnableShaderInstrumentation</unmanaged-short>
        </member>
        <member name="M:SharpDX.Direct3D12.Tools.ShaderInstrumentationEnabled">
            <summary>
            No documentation.
            </summary>
            <returns>No documentation.</returns>
            <unmanaged>BOOL ID3D12Tools::ShaderInstrumentationEnabled()</unmanaged>
            <unmanaged-short>ID3D12Tools::ShaderInstrumentationEnabled</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.CachedPipelineState">
            <summary>
            <p>Stores a pipeline state.</p>
            </summary>
            <remarks>
            <p> This structure is used by the <strong><see cref = "T:SharpDX.Direct3D12.GraphicsPipelineStateDescription"/></strong> structure, and the <strong><see cref = "T:SharpDX.Direct3D12.ComputePipelineStateDescription"/></strong> structure.</p><p>This structure is intended to be filled with the data retrieved from <strong>ID3D12PipelineState::GetCachedBlob</strong>. This cached PSO contains data specific to the hardware, driver, and machine that it was retrieved from. Compilation using this data should be faster than compilation without. The rest of the data in the PSO needs to still be valid, and needs to match the cached PSO, otherwise E_INVALIDARG might be returned.</p><p>If the driver has been upgraded to a D3D12 driver after the PSO was cached, you might see a D3D12_ERROR_DRIVER_VERSION_MISMATCH return code, or if you?re running on a different GPU, the D3D12_ERROR_ADAPTER_NOT_FOUND return code.</p>
            </remarks>
            <doc-id>dn914407</doc-id>
            <unmanaged>D3D12_CACHED_PIPELINE_STATE</unmanaged>
            <unmanaged-short>D3D12_CACHED_PIPELINE_STATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CachedPipelineState.CachedBlobPointer">
            <summary>
            <dd> <p> Specifies reference that references the memory location of the cache. </p> </dd>
            </summary>
            <doc-id>dn914407</doc-id>
            <unmanaged>pCachedBlob</unmanaged>
            <unmanaged-short>pCachedBlob</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.CachedPipelineState.CachedBlobSizeInBytes">
            <summary>
            <dd> <p> Specifies the size of the cache in bytes. </p> </dd>
            </summary>
            <doc-id>dn914407</doc-id>
            <unmanaged>CachedBlobSizeInBytes</unmanaged>
            <unmanaged-short>CachedBlobSizeInBytes</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ClearValue">
            <summary>
            <p>Describes a value used to optimize clear operations for a particular resource.</p>
            </summary>
            <remarks>
            <p> This structure is optionally passed into the following methods: </p><ul> <li> <strong>ID3D12Device::CreateCommittedResource</strong> </li> <li> <strong>ID3D12Device::CreatePlacedResource</strong> </li> <li> <strong>ID3D12Device::CreateReservedResource</strong> </li> </ul>
            </remarks>
            <doc-id>dn903795</doc-id>
            <unmanaged>D3D12_CLEAR_VALUE</unmanaged>
            <unmanaged-short>D3D12_CLEAR_VALUE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ClearValue.Format">
            <summary>
            <dd> <p>Specifies one member of the <strong><see cref = "T:SharpDX.DXGI.Format"/></strong> enum.</p> <p>The format of the commonly cleared color follows the same validation rules as a view/ descriptor creation. In general, the format of the clear color can be any format in the same typeless group that the resource format belongs to.</p> <p>This <em>Format</em> must match the format of the view used during the clear operation. It indicates whether the <em>Color</em> or the <em>DepthStencil</em> member is valid and how to convert the values for usage with the resource.</p> </dd>
            </summary>
            <doc-id>dn903795</doc-id>
            <unmanaged>Format</unmanaged>
            <unmanaged-short>Format</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ClearValue.Color">
            <summary>
            <dd> <p>Specifies a 4-entry array of float values (each value in the range 0.0 to 1.0), determining the RGBA value. The order of RGBA matches the order used with <strong>ClearRenderTargetView</strong>.</p> </dd>
            </summary>
            <doc-id>dn903795</doc-id>
            <unmanaged>Color</unmanaged>
            <unmanaged-short>Color</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ClearValue.DepthStencil">
            <summary>
            <dd> <p>Specifies one member of <strong><see cref = "T:SharpDX.Direct3D12.DepthStencilValue"/></strong>. These values match the semantics of <em>Depth</em> and <em>Stencil</em> in <strong>ClearDepthStencilView</strong>.</p> </dd>
            </summary>
            <doc-id>dn903795</doc-id>
            <unmanaged>DepthStencil</unmanaged>
            <unmanaged-short>DepthStencil</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ComputePipelineStateDescription">
            <summary>
            <p>Describes a compute pipeline state object.</p>
            </summary>
            <remarks>
            <p> This structure is used by <strong>CreateComputePipelineState</strong>. </p>
            </remarks>
            <doc-id>dn770350</doc-id>
            <unmanaged>D3D12_COMPUTE_PIPELINE_STATE_DESC</unmanaged>
            <unmanaged-short>D3D12_COMPUTE_PIPELINE_STATE_DESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ComputePipelineStateDescription.RootSignaturePointer">
            <summary>
            <dd> <p> A reference to the <strong><see cref = "T:SharpDX.Direct3D12.RootSignature"/></strong> object. </p> </dd>
            </summary>
            <doc-id>dn770350</doc-id>
            <unmanaged>pRootSignature</unmanaged>
            <unmanaged-short>pRootSignature</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ComputePipelineStateDescription.ComputeShader">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.Direct3D12.ShaderBytecode"/></strong> structure that describes the compute shader. </p> </dd>
            </summary>
            <doc-id>dn770350</doc-id>
            <unmanaged>CS</unmanaged>
            <unmanaged-short>CS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ComputePipelineStateDescription.NodeMask">
            <summary>
            <dd> <p> For single GPU operation, set this to zero. If there are multiple GPU nodes, set bits to identify the nodes (the  device's physical adapters) for which the compute pipeline state is to apply. Each bit in the mask corresponds to a single node. Refer to Multi-Adapter.</p> </dd>
            </summary>
            <doc-id>dn770350</doc-id>
            <unmanaged>NodeMask</unmanaged>
            <unmanaged-short>NodeMask</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ComputePipelineStateDescription.CachedPSO">
            <summary>
            <dd> <p> A cached pipeline state object, as a <strong><see cref = "T:SharpDX.Direct3D12.CachedPipelineState"/></strong> structure. </p> </dd>
            </summary>
            <doc-id>dn770350</doc-id>
            <unmanaged>CachedPSO</unmanaged>
            <unmanaged-short>CachedPSO</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ComputePipelineStateDescription.Flags">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.Direct3D12.PipelineStateFlags"/></strong> enumeration constant such as for "tool debug". </p> </dd>
            </summary>
            <doc-id>dn770350</doc-id>
            <unmanaged>Flags</unmanaged>
            <unmanaged-short>Flags</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ConstantBufferViewDescription">
            <summary>
            <p>Describes a constant buffer to view.</p>
            </summary>
            <remarks>
            <p>This structure is used by <strong>CreateConstantBufferView</strong>.</p>
            </remarks>
            <doc-id>dn770351</doc-id>
            <unmanaged>D3D12_CONSTANT_BUFFER_VIEW_DESC</unmanaged>
            <unmanaged-short>D3D12_CONSTANT_BUFFER_VIEW_DESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ConstantBufferViewDescription.BufferLocation">
            <summary>
            <dd> <p> The D3D12_GPU_VIRTUAL_ADDRESS of the constant buffer. D3D12_GPU_VIRTUAL_ADDRESS is a typedef'd alias of UINT64. </p> </dd>
            </summary>
            <doc-id>dn770351</doc-id>
            <unmanaged>BufferLocation</unmanaged>
            <unmanaged-short>BufferLocation</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ConstantBufferViewDescription.SizeInBytes">
            <summary>
            <dd> <p>The size in bytes of the constant buffer.</p> </dd>
            </summary>
            <doc-id>dn770351</doc-id>
            <unmanaged>SizeInBytes</unmanaged>
            <unmanaged-short>SizeInBytes</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.DebugCommandListGpuBasedValidationSettings">
            <summary>
            <p>[Some information relates to pre-released product which may be substantially modified before it's commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.]</p><p>Describes per-command-list settings used by GPU-Based Validation.  </p>
            </summary>
            <remarks>
            <p> Point to an object using this structure with the <em>pData</em> member of <strong>ID3D12DebugCommandList1::SetDebugParameter</strong> to configure per-command-list GPU-Based Validation settings.  </p>
            </remarks>
            <doc-id>mt762979</doc-id>
            <unmanaged>D3D12_DEBUG_COMMAND_LIST_GPU_BASED_VALIDATION_SETTINGS</unmanaged>
            <unmanaged-short>D3D12_DEBUG_COMMAND_LIST_GPU_BASED_VALIDATION_SETTINGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DebugCommandListGpuBasedValidationSettings.ShaderPatchMode">
            <summary>
            <dd> <p>Specifies a <strong><see cref = "T:SharpDX.Direct3D12.GpuBasedValidationShaderPatchMode"/></strong> that overrides the default device-level shader patch mode (see <strong>ID3D12DebugDevice1::SetDebugParameter</strong>).  By default this value is initialized to the <em>DefaultShaderPatchMode</em> assigned to the device (see <strong><see cref = "T:SharpDX.Direct3D12.DebugDeviceGpuBasedValidationSettings"/></strong>.</p> </dd>
            </summary>
            <doc-id>mt762979</doc-id>
            <unmanaged>ShaderPatchMode</unmanaged>
            <unmanaged-short>ShaderPatchMode</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.DebugDeviceGpuBasedValidationSettings">
            <summary>
            <p>[Some information relates to pre-released product which may be substantially modified before it's commercially released. Microsoft makes no warranties, express or implied, with respect to the information provided here.]</p><p>Describes settings used by GPU-Based Validation.  </p>
            </summary>
            <remarks>
            <p>Point to an object using this structure with the <em>pData</em> member of <strong>ID3D12DebugDevice1::SetDebugParameter</strong> to configure device-wide GPU-Based Validation settings.  </p><p>Individual command lists can override the default shader patch mode using <strong>ID3D12DebugCommandList1::SetDebugParameter</strong>.</p>
            </remarks>
            <doc-id>mt762981</doc-id>
            <unmanaged>D3D12_DEBUG_DEVICE_GPU_BASED_VALIDATION_SETTINGS</unmanaged>
            <unmanaged-short>D3D12_DEBUG_DEVICE_GPU_BASED_VALIDATION_SETTINGS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DebugDeviceGpuBasedValidationSettings.MaxMessagesPerCommandList">
            <summary>
            <dd> <p>Specifies a UINT that limits the number of messages that can be stored in the GPU-Based Validation message log.  The default value is 256.  Since many identical errors can be produced in a single Draw/Dispatch call it may be useful to increase this number.  Note this can become a memory burden if a large number of command lists are used as there is a committed message log per command list.</p> </dd>
            </summary>
            <doc-id>mt762981</doc-id>
            <unmanaged>MaxMessagesPerCommandList</unmanaged>
            <unmanaged-short>MaxMessagesPerCommandList</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DebugDeviceGpuBasedValidationSettings.DefaultShaderPatchMode">
            <summary>
            <dd> <p>Specifies the <strong><see cref = "T:SharpDX.Direct3D12.GpuBasedValidationShaderPatchMode"/></strong> that GPU-Based Validation uses when injecting validation code into shaders, except when overridden by per-command-list GPU-Based Validation settings (see <strong><see cref = "T:SharpDX.Direct3D12.DebugCommandListGpuBasedValidationSettings"/></strong>).  The default value is D3D12_GPU_BASED_VALIDATION_SHADER_PATCH_MODE_UNGUARDED_VALIDATION.</p> </dd>
            </summary>
            <doc-id>mt762981</doc-id>
            <unmanaged>DefaultShaderPatchMode</unmanaged>
            <unmanaged-short>DefaultShaderPatchMode</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DebugDeviceGpuBasedValidationSettings.PipelineStateCreateFlags">
            <summary>
            <dd> <p>Specifies one of the <strong><see cref = "T:SharpDX.Direct3D12.GpuBasedValidationPipelineStateCreateFlags"/></strong> that indicates how GPU-Based Validation handles patching pipeline states.  The default value is D3D12_GPU_BASED_VALIDATION_PIPELINE_STATE_CREATE_FLAG_NONE.</p> </dd>
            </summary>
            <doc-id>mt762981</doc-id>
            <unmanaged>PipelineStateCreateFlags</unmanaged>
            <unmanaged-short>PipelineStateCreateFlags</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.DebugDeviceGpuSlowdownPerformanceFactor">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_DEBUG_DEVICE_GPU_SLOWDOWN_PERFORMANCE_FACTOR</unmanaged>
            <unmanaged-short>D3D12_DEBUG_DEVICE_GPU_SLOWDOWN_PERFORMANCE_FACTOR</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DebugDeviceGpuSlowdownPerformanceFactor.SlowdownFactor">
            <summary>
            No documentation.
            </summary>
            <unmanaged>SlowdownFactor</unmanaged>
            <unmanaged-short>SlowdownFactor</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.DepthStencilDescription1">
            <summary>
            <p>Describes depth-stencil state.</p>
            </summary>
            <remarks>
            <p>Pass a reference to <strong><see cref = "!:SharpDX.Direct3D11.DepthStencilStateDescription"/></strong> to the  <strong>ID3D11Device::CreateDepthStencilState</strong> method to create the depth-stencil state object.</p><p>Depth-stencil state controls how depth-stencil testing is performed by the output-merger stage.</p><p>The following table shows the default values of depth-stencil states.</p><table> <tr><th>State</th><th>Default Value</th></tr> <tr><td>DepthEnable</td><td>TRUE</td></tr> <tr><td>DepthWriteMask</td><td>D3D11_DEPTH_WRITE_MASK_ALL</td></tr> <tr><td>DepthFunc</td><td>D3D11_COMPARISON_LESS</td></tr> <tr><td>StencilEnable</td><td><see cref = "F:SharpDX.Result.False"/></td></tr> <tr><td>StencilReadMask</td><td>D3D11_DEFAULT_STENCIL_READ_MASK</td></tr> <tr><td>StencilWriteMask</td><td>D3D11_DEFAULT_STENCIL_WRITE_MASK</td></tr> <tr><td> <p>FrontFace.StencilFunc</p> <p>and</p> <p>BackFace.StencilFunc</p> </td><td>D3D11_COMPARISON_ALWAYS</td></tr> <tr><td> <p>FrontFace.StencilDepthFailOp</p> <p>and</p> <p>BackFace.StencilDepthFailOp</p> </td><td>D3D11_STENCIL_OP_KEEP</td></tr> <tr><td> <p>FrontFace.StencilPassOp</p> <p>and</p> <p>BackFace.StencilPassOp</p> </td><td>D3D11_STENCIL_OP_KEEP</td></tr> <tr><td> <p>FrontFace.StencilFailOp</p> <p>and</p> <p>BackFace.StencilFailOp</p> </td><td>D3D11_STENCIL_OP_KEEP</td></tr> </table><p>?</p><p>The formats that support stenciling are DXGI_FORMAT_D24_UNORM_S8_UINT and DXGI_FORMAT_D32_FLOAT_S8X24_UINT.</p>
            </remarks>
            <doc-id>ff476110</doc-id>
            <unmanaged>D3D12_DEPTH_STENCIL_DESC1</unmanaged>
            <unmanaged-short>D3D12_DEPTH_STENCIL_DESC1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilDescription1.DepthEnable">
            <summary>
            <dd> <p>Enable depth testing.</p> </dd>
            </summary>
            <doc-id>ff476110</doc-id>
            <unmanaged>DepthEnable</unmanaged>
            <unmanaged-short>DepthEnable</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilDescription1.DepthWriteMask">
            <summary>
            <dd> <p>Identify a portion of the depth-stencil buffer that can be modified by depth data (see <strong><see cref = "!:SharpDX.Direct3D11.DepthWriteMask"/></strong>).</p> </dd>
            </summary>
            <doc-id>ff476110</doc-id>
            <unmanaged>DepthWriteMask</unmanaged>
            <unmanaged-short>DepthWriteMask</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilDescription1.DepthFunc">
            <summary>
            <dd> <p>A function that compares depth data against existing depth data. The function options are listed in <strong><see cref = "!:SharpDX.Direct3D11.Comparison"/></strong>.</p> </dd>
            </summary>
            <doc-id>ff476110</doc-id>
            <unmanaged>DepthFunc</unmanaged>
            <unmanaged-short>DepthFunc</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilDescription1.StencilEnable">
            <summary>
            <dd> <p>Enable stencil testing.</p> </dd>
            </summary>
            <doc-id>ff476110</doc-id>
            <unmanaged>StencilEnable</unmanaged>
            <unmanaged-short>StencilEnable</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilDescription1.StencilReadMask">
            <summary>
            <dd> <p>Identify a portion of the depth-stencil buffer for reading stencil data.</p> </dd>
            </summary>
            <doc-id>ff476110</doc-id>
            <unmanaged>StencilReadMask</unmanaged>
            <unmanaged-short>StencilReadMask</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilDescription1.StencilWriteMask">
            <summary>
            <dd> <p>Identify a portion of the depth-stencil buffer for writing stencil data.</p> </dd>
            </summary>
            <doc-id>ff476110</doc-id>
            <unmanaged>StencilWriteMask</unmanaged>
            <unmanaged-short>StencilWriteMask</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilDescription1.FrontFace">
            <summary>
            <dd> <p>Identify how to use the results of the depth test and the stencil test for pixels whose surface normal is facing towards the camera (see <strong><see cref = "!:SharpDX.Direct3D11.DepthStencilOperationDescription"/></strong>).</p> </dd>
            </summary>
            <doc-id>ff476110</doc-id>
            <unmanaged>FrontFace</unmanaged>
            <unmanaged-short>FrontFace</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilDescription1.BackFace">
            <summary>
            <dd> <p>Identify how to use the results of the depth test and the stencil test for pixels whose surface normal is facing away from the camera (see <strong><see cref = "!:SharpDX.Direct3D11.DepthStencilOperationDescription"/></strong>).</p> </dd>
            </summary>
            <doc-id>ff476110</doc-id>
            <unmanaged>BackFace</unmanaged>
            <unmanaged-short>BackFace</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilDescription1.DepthBoundsTestEnable">
            <summary>
            No documentation.
            </summary>
            <doc-id>ff476110</doc-id>
            <unmanaged>DepthBoundsTestEnable</unmanaged>
            <unmanaged-short>DepthBoundsTestEnable</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.DepthStencilOperationDescription">
            <summary>
            <p>Describes stencil operations that can be performed based on the results of stencil test.</p>
            </summary>
            <remarks>
            <p>All stencil operations are specified as a <strong><see cref = "T:SharpDX.Direct3D12.StencilOperation"/></strong>-typed value. Each stencil operation can be set differently based on the outcome of the stencil test, which is referred to as <strong>StencilFunc</strong>, in the stencil test portion of depth-stencil testing.</p><p>Members of <strong><see cref = "T:SharpDX.Direct3D12.DepthStencilStateDescription"/></strong> have this structure for their data type. </p>
            </remarks>
            <doc-id>dn770355</doc-id>
            <unmanaged>D3D12_DEPTH_STENCILOP_DESC</unmanaged>
            <unmanaged-short>D3D12_DEPTH_STENCILOP_DESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilOperationDescription.FailOperation">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D12.StencilOperation"/></strong>-typed value that identifies the stencil operation to perform when stencil testing fails.</p> </dd>
            </summary>
            <doc-id>dn770355</doc-id>
            <unmanaged>StencilFailOp</unmanaged>
            <unmanaged-short>StencilFailOp</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilOperationDescription.DepthFailOperation">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D12.StencilOperation"/></strong>-typed value that identifies the stencil operation to perform when stencil testing passes and depth testing fails.</p> </dd>
            </summary>
            <doc-id>dn770355</doc-id>
            <unmanaged>StencilDepthFailOp</unmanaged>
            <unmanaged-short>StencilDepthFailOp</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilOperationDescription.PassOperation">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D12.StencilOperation"/></strong>-typed value that identifies the stencil operation to perform when stencil testing and depth testing both pass.</p> </dd>
            </summary>
            <doc-id>dn770355</doc-id>
            <unmanaged>StencilPassOp</unmanaged>
            <unmanaged-short>StencilPassOp</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilOperationDescription.Comparison">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D12.Comparison"/></strong>-typed value that identifies the function that compares stencil data against existing stencil data. </p> </dd>
            </summary>
            <doc-id>dn770355</doc-id>
            <unmanaged>StencilFunc</unmanaged>
            <unmanaged-short>StencilFunc</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.DepthStencilValue">
            <summary>
            <p>Specifies a depth and stencil value.</p>
            </summary>
            <remarks>
            <p>This structure is used in the <strong><see cref = "T:SharpDX.Direct3D12.ClearValue"/></strong> structure.</p>
            </remarks>
            <doc-id>dn903799</doc-id>
            <unmanaged>D3D12_DEPTH_STENCIL_VALUE</unmanaged>
            <unmanaged-short>D3D12_DEPTH_STENCIL_VALUE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilValue.Depth">
            <summary>
            <dd> <p>Specifies the depth value.</p> </dd>
            </summary>
            <doc-id>dn903799</doc-id>
            <unmanaged>Depth</unmanaged>
            <unmanaged-short>Depth</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilValue.Stencil">
            <summary>
            <dd> <p>Specifies the stencil value.</p> </dd>
            </summary>
            <doc-id>dn903799</doc-id>
            <unmanaged>Stencil</unmanaged>
            <unmanaged-short>Stencil</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.DepthStencilViewDescription">
            <summary>
            <p>Describes the subresources of a texture that are accessible from a depth-stencil view.</p>
            </summary>
            <remarks>
            <p> These are valid formats for a depth-stencil view: </p><ul> <li>DXGI_FORMAT_D16_UNORM</li> <li>DXGI_FORMAT_D24_UNORM_S8_UINT</li> <li>DXGI_FORMAT_D32_FLOAT</li> <li>DXGI_FORMAT_D32_FLOAT_S8X24_UINT</li> <li>DXGI_FORMAT_UNKNOWN</li> </ul><p> A depth-stencil view can't use a typeless format.  If the format chosen is DXGI_FORMAT_UNKNOWN, the format of the parent resource is used. </p><p> Pass a depth-stencil-view description into <strong>ID3D12Device::CreateDepthStencilView</strong> to create a depth-stencil view. </p>
            </remarks>
            <doc-id>dn770357</doc-id>
            <unmanaged>D3D12_DEPTH_STENCIL_VIEW_DESC</unmanaged>
            <unmanaged-short>D3D12_DEPTH_STENCIL_VIEW_DESC</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.DepthStencilViewDescription.Texture1DResource">
            <summary>
            <p>Describes the subresource from a 1D texture that is accessible to a depth-stencil view.</p>
            </summary>
            <remarks>
            <p>Use this structure with a <strong><see cref = "T:SharpDX.Direct3D12.DepthStencilViewDescription"/></strong> structure to view the resource as a 1D texture.</p>
            </remarks>
            <doc-id>dn770418</doc-id>
            <unmanaged>D3D12_TEX1D_DSV</unmanaged>
            <unmanaged-short>D3D12_TEX1D_DSV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilViewDescription.Texture1DResource.MipSlice">
            <summary>
            <dd> <p>The index of the first mipmap level to use.</p> </dd>
            </summary>
            <doc-id>dn770418</doc-id>
            <unmanaged>MipSlice</unmanaged>
            <unmanaged-short>MipSlice</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.DepthStencilViewDescription.Texture1DArrayResource">
            <summary>
            <p>Describes the subresources from an array of 1D textures to use in a depth-stencil view.</p>
            </summary>
            <remarks>
            <p>Use this structure with a <strong><see cref = "T:SharpDX.Direct3D12.DepthStencilViewDescription"/></strong> structure to view the resource as an array of 1D textures.</p>
            </remarks>
            <doc-id>dn770414</doc-id>
            <unmanaged>D3D12_TEX1D_ARRAY_DSV</unmanaged>
            <unmanaged-short>D3D12_TEX1D_ARRAY_DSV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilViewDescription.Texture1DArrayResource.MipSlice">
            <summary>
            <dd> <p>The index of the first mipmap level to use.</p> </dd>
            </summary>
            <doc-id>dn770414</doc-id>
            <unmanaged>MipSlice</unmanaged>
            <unmanaged-short>MipSlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilViewDescription.Texture1DArrayResource.FirstArraySlice">
            <summary>
            <dd> <p>The index of the first texture to use in an array of textures.</p> </dd>
            </summary>
            <doc-id>dn770414</doc-id>
            <unmanaged>FirstArraySlice</unmanaged>
            <unmanaged-short>FirstArraySlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilViewDescription.Texture1DArrayResource.ArraySize">
            <summary>
            <dd> <p>Number of textures to use.</p> </dd>
            </summary>
            <doc-id>dn770414</doc-id>
            <unmanaged>ArraySize</unmanaged>
            <unmanaged-short>ArraySize</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.DepthStencilViewDescription.Texture2DResource">
            <summary>
            <p>Describes the subresource from a 2D texture that is accessible to a depth-stencil view.</p>
            </summary>
            <remarks>
            <p>Use this structure with a <strong><see cref = "T:SharpDX.Direct3D12.DepthStencilViewDescription"/></strong> structure to view the resource as a 2D texture.</p>
            </remarks>
            <doc-id>dn770432</doc-id>
            <unmanaged>D3D12_TEX2D_DSV</unmanaged>
            <unmanaged-short>D3D12_TEX2D_DSV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilViewDescription.Texture2DResource.MipSlice">
            <summary>
            <dd> <p>The index of the first mipmap level to use.</p> </dd>
            </summary>
            <doc-id>dn770432</doc-id>
            <unmanaged>MipSlice</unmanaged>
            <unmanaged-short>MipSlice</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.DepthStencilViewDescription.Texture2DArrayResource">
            <summary>
            <p>Describes the subresources from an array of 2D textures that are accessible to a depth-stencil view.</p>
            </summary>
            <remarks>
            <p>Use this structure with a <strong><see cref = "T:SharpDX.Direct3D12.DepthStencilViewDescription"/></strong> structure to view the resource as an array of 2D textures.</p>
            </remarks>
            <doc-id>dn770428</doc-id>
            <unmanaged>D3D12_TEX2D_ARRAY_DSV</unmanaged>
            <unmanaged-short>D3D12_TEX2D_ARRAY_DSV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilViewDescription.Texture2DArrayResource.MipSlice">
            <summary>
            <dd> <p>The index of the first mipmap level to use.</p> </dd>
            </summary>
            <doc-id>dn770428</doc-id>
            <unmanaged>MipSlice</unmanaged>
            <unmanaged-short>MipSlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilViewDescription.Texture2DArrayResource.FirstArraySlice">
            <summary>
            <dd> <p>The index of the first texture to use in an array of textures.</p> </dd>
            </summary>
            <doc-id>dn770428</doc-id>
            <unmanaged>FirstArraySlice</unmanaged>
            <unmanaged-short>FirstArraySlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilViewDescription.Texture2DArrayResource.ArraySize">
            <summary>
            <dd> <p>Number of textures to use.</p> </dd>
            </summary>
            <doc-id>dn770428</doc-id>
            <unmanaged>ArraySize</unmanaged>
            <unmanaged-short>ArraySize</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.DepthStencilViewDescription.Texture2DMultisampledResource">
            <summary>
            <p>Describes the subresource from a multi sampled 2D texture that is accessible to a depth-stencil view.</p>
            </summary>
            <remarks>
            <p>This structure is a member of the <strong><see cref = "T:SharpDX.Direct3D12.DepthStencilViewDescription"/></strong> structure.</p><p>Because a multi sampled 2D texture contains a single subresource, there is nothing to specify in <strong><see cref = "!:SharpDX.Direct3D12.Texture2DMultisampledResource"/></strong>. Consequently, <strong>UnusedField_NothingToDefine</strong> is included so that this structure will compile in C. </p>
            </remarks>
            <doc-id>dn770425</doc-id>
            <unmanaged>D3D12_TEX2DMS_DSV</unmanaged>
            <unmanaged-short>D3D12_TEX2DMS_DSV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilViewDescription.Texture2DMultisampledResource.UnusedFieldNothingToDefine">
            <summary>
            <dd> <p>Unused.</p> </dd>
            </summary>
            <doc-id>dn770425</doc-id>
            <unmanaged>UnusedField_NothingToDefine</unmanaged>
            <unmanaged-short>UnusedField_NothingToDefine</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.DepthStencilViewDescription.Texture2DMultisampledArrayResource">
            <summary>
            <p>Describes the subresources from an array of multi sampled 2D textures for a depth-stencil view.</p>
            </summary>
            <remarks>
            <p>Use this structure with a <strong><see cref = "T:SharpDX.Direct3D12.DepthStencilViewDescription"/></strong> structure to view the resource as an array of multi sampled 2D textures.</p>
            </remarks>
            <doc-id>dn770422</doc-id>
            <unmanaged>D3D12_TEX2DMS_ARRAY_DSV</unmanaged>
            <unmanaged-short>D3D12_TEX2DMS_ARRAY_DSV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilViewDescription.Texture2DMultisampledArrayResource.FirstArraySlice">
            <summary>
            <dd> <p>The index of the first texture to use in an array of textures.</p> </dd>
            </summary>
            <doc-id>dn770422</doc-id>
            <unmanaged>FirstArraySlice</unmanaged>
            <unmanaged-short>FirstArraySlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilViewDescription.Texture2DMultisampledArrayResource.ArraySize">
            <summary>
            <dd> <p>Number of textures to use.</p> </dd>
            </summary>
            <doc-id>dn770422</doc-id>
            <unmanaged>ArraySize</unmanaged>
            <unmanaged-short>ArraySize</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilViewDescription.Format">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.DXGI.Format"/></strong>-typed value that specifies the viewing format.  For allowable formats, see Remarks. </p> </dd>
            </summary>
            <doc-id>dn770357</doc-id>
            <unmanaged>Format</unmanaged>
            <unmanaged-short>Format</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilViewDescription.Dimension">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.Direct3D12.DepthStencilViewDimension"/></strong>-typed value that specifies how the depth-stencil resource will be accessed. This member also determines which _DSV to use in the following union. </p> </dd>
            </summary>
            <doc-id>dn770357</doc-id>
            <unmanaged>ViewDimension</unmanaged>
            <unmanaged-short>ViewDimension</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilViewDescription.Flags">
            <summary>
            <dd> <p> A combination of <strong><see cref = "T:SharpDX.Direct3D12.DepthStencilViewFlags"/></strong> enumeration constants that are combined by using a bitwise OR operation.  The resulting value specifies whether the texture is read only.   Pass 0 to specify that it isn't read only; otherwise, pass one or more of the members of the <strong><see cref = "T:SharpDX.Direct3D12.DepthStencilViewFlags"/></strong> enumerated type. </p> </dd>
            </summary>
            <doc-id>dn770357</doc-id>
            <unmanaged>Flags</unmanaged>
            <unmanaged-short>Flags</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilViewDescription.Texture1D">
            <summary>
            <dd> <p> A <strong><see cref = "!:SharpDX.Direct3D12.Texture1DResource"/></strong> structure that specifies a 1D texture subresource. </p> </dd>
            </summary>
            <doc-id>dn770357</doc-id>
            <unmanaged>Texture1D</unmanaged>
            <unmanaged-short>Texture1D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilViewDescription.Texture1DArray">
            <summary>
            <dd> <p> A <strong><see cref = "!:SharpDX.Direct3D12.Texture1DArrayResource"/></strong> structure that specifies an array of 1D texture subresources. </p> </dd>
            </summary>
            <doc-id>dn770357</doc-id>
            <unmanaged>Texture1DArray</unmanaged>
            <unmanaged-short>Texture1DArray</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilViewDescription.Texture2D">
            <summary>
            <dd> <p> A <strong><see cref = "!:SharpDX.Direct3D12.Texture2DResource"/></strong> structure that specifies a 2D texture subresource. </p> </dd>
            </summary>
            <doc-id>dn770357</doc-id>
            <unmanaged>Texture2D</unmanaged>
            <unmanaged-short>Texture2D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilViewDescription.Texture2DArray">
            <summary>
            <dd> <p> A <strong><see cref = "!:SharpDX.Direct3D12.Texture2DArrayResource"/></strong> structure that specifies an array of 2D texture subresources. </p> </dd>
            </summary>
            <doc-id>dn770357</doc-id>
            <unmanaged>Texture2DArray</unmanaged>
            <unmanaged-short>Texture2DArray</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilViewDescription.Texture2DMS">
            <summary>
            <dd> <p> A <strong><see cref = "!:SharpDX.Direct3D12.Texture2DMultisampledResource"/></strong> structure that specifies a multisampled 2D texture. </p> </dd>
            </summary>
            <doc-id>dn770357</doc-id>
            <unmanaged>Texture2DMS</unmanaged>
            <unmanaged-short>Texture2DMS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DepthStencilViewDescription.Texture2DMSArray">
            <summary>
            <dd> <p> A <strong><see cref = "!:SharpDX.Direct3D12.Texture2DMultisampledArrayResource"/></strong> structure that specifies an array of multisampled 2D textures. </p> </dd>
            </summary>
            <doc-id>dn770357</doc-id>
            <unmanaged>Texture2DMSArray</unmanaged>
            <unmanaged-short>Texture2DMSArray</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.DescriptorHeapDescription">
            <summary>
            <p>Describes the descriptor heap.</p>
            </summary>
            <remarks>
            <p> This structure is used by the following: </p><ul> <li> <strong>ID3D12DescriptorHeap::GetDesc</strong> </li> <li> <strong>ID3D12Device::CreateDescriptorHeap</strong> </li> </ul>
            </remarks>
            <doc-id>dn770359</doc-id>
            <unmanaged>D3D12_DESCRIPTOR_HEAP_DESC</unmanaged>
            <unmanaged-short>D3D12_DESCRIPTOR_HEAP_DESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DescriptorHeapDescription.Type">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.Direct3D12.DescriptorHeapType"/></strong>-typed value that specifies the types of descriptors in the heap. </p> </dd>
            </summary>
            <doc-id>dn770359</doc-id>
            <unmanaged>Type</unmanaged>
            <unmanaged-short>Type</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DescriptorHeapDescription.DescriptorCount">
            <summary>
            <dd> <p> The number of descriptors in the heap. </p> </dd>
            </summary>
            <doc-id>dn770359</doc-id>
            <unmanaged>NumDescriptors</unmanaged>
            <unmanaged-short>NumDescriptors</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DescriptorHeapDescription.Flags">
            <summary>
            <dd> <p> A combination of <strong><see cref = "T:SharpDX.Direct3D12.DescriptorHeapFlags"/></strong>-typed values that are combined by using a bitwise OR operation. The resulting value specifies options for the heap. </p> </dd>
            </summary>
            <doc-id>dn770359</doc-id>
            <unmanaged>Flags</unmanaged>
            <unmanaged-short>Flags</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DescriptorHeapDescription.NodeMask">
            <summary>
            <dd> <p> For single-adapter operation, set this to zero. If there are multiple adapter nodes, set a bit to identify the node (one of the device's physical adapters) to which the descriptor heap applies. Each bit in the mask corresponds to a single node. Only one bit must be set. See Multi-Adapter. </p> </dd>
            </summary>
            <doc-id>dn770359</doc-id>
            <unmanaged>NodeMask</unmanaged>
            <unmanaged-short>NodeMask</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.DescriptorRange1">
            <summary>
            <p>Describes a descriptor range, with flags to determine their volatility.</p>
            </summary>
            <remarks>
            <p> This structure is a member of the <strong><see cref = "T:SharpDX.Direct3D12.RootDescriptorTable1"/></strong> structure. </p><p>Refer to the helper structure <strong>CD3DX12_DESCRIPTOR_RANGE1</strong>.</p>
            </remarks>
            <doc-id>mt709112</doc-id>
            <unmanaged>D3D12_DESCRIPTOR_RANGE1</unmanaged>
            <unmanaged-short>D3D12_DESCRIPTOR_RANGE1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DescriptorRange1.RangeType">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.Direct3D12.DescriptorRangeType"/></strong>-typed value that specifies the type of descriptor range. </p> </dd>
            </summary>
            <doc-id>mt709112</doc-id>
            <unmanaged>RangeType</unmanaged>
            <unmanaged-short>RangeType</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DescriptorRange1.DescriptorCount">
            <summary>
            <dd> <p> The number of descriptors in the range. Use -1 or UINT_MAX to specify unbounded size. Only the last entry in a table can have unbounded size. </p> </dd>
            </summary>
            <doc-id>mt709112</doc-id>
            <unmanaged>NumDescriptors</unmanaged>
            <unmanaged-short>NumDescriptors</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DescriptorRange1.BaseShaderRegister">
            <summary>
            <dd> <p> The base shader register in the range. For example, for shader-resource views (SRVs), 3 maps to ": register(t3);" in HLSL. </p> </dd>
            </summary>
            <doc-id>mt709112</doc-id>
            <unmanaged>BaseShaderRegister</unmanaged>
            <unmanaged-short>BaseShaderRegister</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DescriptorRange1.RegisterSpace">
            <summary>
            <dd> <p> The register space. Can typically be 0, but allows multiple descriptor  arrays of unknown size to not appear to overlap. For example, for SRVs, by extending the example in the <strong>BaseShaderRegister</strong> member description, 5 maps to ": register(t3,space5);" in HLSL. </p> </dd>
            </summary>
            <doc-id>mt709112</doc-id>
            <unmanaged>RegisterSpace</unmanaged>
            <unmanaged-short>RegisterSpace</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DescriptorRange1.Flags">
            <summary>
            <dd> <p>Specifies the <strong><see cref = "T:SharpDX.Direct3D12.DescriptorRangeFlags"/></strong> that determine descriptor and data volatility.</p> </dd>
            </summary>
            <doc-id>mt709112</doc-id>
            <unmanaged>Flags</unmanaged>
            <unmanaged-short>Flags</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DescriptorRange1.OffsetInDescriptorsFromTableStart">
            <summary>
            <dd> <p> The offset in descriptors from the start of the root signature. This value can be <strong>D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND</strong>, which indicates this range should immediately follow the preceding range.</p> </dd>
            </summary>
            <doc-id>mt709112</doc-id>
            <unmanaged>OffsetInDescriptorsFromTableStart</unmanaged>
            <unmanaged-short>OffsetInDescriptorsFromTableStart</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.DiscardRegion">
            <summary>
            <p> Describes details for the discard-resource operation. </p>
            </summary>
            <remarks>
            <p> This structure is used by the <strong>ID3D12GraphicsCommandList::DiscardResource</strong> method. </p><p> If rectangles are supplied in this structure, the resource must have 2D subresources with all specified subresources the same dimension. </p>
            </remarks>
            <doc-id>dn986726</doc-id>
            <unmanaged>D3D12_DISCARD_REGION</unmanaged>
            <unmanaged-short>D3D12_DISCARD_REGION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DiscardRegion.RectCount">
            <summary>
            <dd> <p> The number of rectangles in the array that the <strong>pRects</strong> member specifies. </p> </dd>
            </summary>
            <doc-id>dn986726</doc-id>
            <unmanaged>NumRects</unmanaged>
            <unmanaged-short>NumRects</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DiscardRegion.RectsPointer">
            <summary>
            <dd> <p> An array of <strong>D3D12_RECT</strong> structures for the rectangles in the resource to discard. If <strong><c>null</c></strong>, <strong>DiscardResource</strong> discards the entire resource. </p> </dd>
            </summary>
            <doc-id>dn986726</doc-id>
            <unmanaged>pRects</unmanaged>
            <unmanaged-short>pRects</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DiscardRegion.FirstSubresource">
            <summary>
            <dd> <p> Index of the first subresource in the resource to discard. </p> </dd>
            </summary>
            <doc-id>dn986726</doc-id>
            <unmanaged>FirstSubresource</unmanaged>
            <unmanaged-short>FirstSubresource</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DiscardRegion.SubresourceCount">
            <summary>
            <dd> <p> The number of subresources in the resource to discard. </p> </dd>
            </summary>
            <doc-id>dn986726</doc-id>
            <unmanaged>NumSubresources</unmanaged>
            <unmanaged-short>NumSubresources</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.DispatchArgumentS">
            <summary>
            <p>Describes dispatch parameters, for use by the compute shader.</p>
            </summary>
            <remarks>
            <p>The members of this structure serve the same purpose as the parameters of <strong>Dispatch</strong>.</p><p> A compiled compute shader defines the set of instructions to execute per thread and the number of threads to run per group. The thread-group parameters  indicate how many thread groups to execute. Each thread group contains the same number of threads, as defined by the compiled compute shader. The thread groups are organized in a three-dimensional grid. The total number of thread groups that the compiled compute shader executes is determined by the following calculation:</p><code>ThreadGroupCountX * ThreadGroupCountY * ThreadGroupCountZ</code><p>In particular, if any of the values in the thread-group parameters are 0, nothing will happen. 
            </p><p>The maximum size of any dimension is 65535.</p>
            </remarks>
            <doc-id>dn903800</doc-id>
            <unmanaged>D3D12_DISPATCH_ARGUMENTS</unmanaged>
            <unmanaged-short>D3D12_DISPATCH_ARGUMENTS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DispatchArgumentS.ThreadGroupCountX">
            <summary>
            <dd> <p>The size, in thread groups, of the x-dimension of the thread-group grid. </p> </dd>
            </summary>
            <doc-id>dn903800</doc-id>
            <unmanaged>ThreadGroupCountX</unmanaged>
            <unmanaged-short>ThreadGroupCountX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DispatchArgumentS.ThreadGroupCountY">
            <summary>
            <dd> <p>The size, in thread groups, of the y-dimension of the thread-group grid.</p> </dd>
            </summary>
            <doc-id>dn903800</doc-id>
            <unmanaged>ThreadGroupCountY</unmanaged>
            <unmanaged-short>ThreadGroupCountY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DispatchArgumentS.ThreadGroupCountZ">
            <summary>
            <dd> <p>The size, in thread groups, of the z-dimension of the thread-group grid.  </p> </dd>
            </summary>
            <doc-id>dn903800</doc-id>
            <unmanaged>ThreadGroupCountZ</unmanaged>
            <unmanaged-short>ThreadGroupCountZ</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.DrawArgumentS">
            <summary>
            <p>Describes parameters for drawing instances.</p>
            </summary>
            <remarks>
            <p>The members of this structure serve the same purpose as the parameters of  <strong>DrawInstanced</strong>.</p>
            </remarks>
            <doc-id>dn903801</doc-id>
            <unmanaged>D3D12_DRAW_ARGUMENTS</unmanaged>
            <unmanaged-short>D3D12_DRAW_ARGUMENTS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DrawArgumentS.VertexCountPerInstance">
            <summary>
            <dd> <p>Specifies the number of vertices to draw, per instance.</p> </dd>
            </summary>
            <doc-id>dn903801</doc-id>
            <unmanaged>VertexCountPerInstance</unmanaged>
            <unmanaged-short>VertexCountPerInstance</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DrawArgumentS.InstanceCount">
            <summary>
            <dd> <p>Specifies the number of instances.</p> </dd>
            </summary>
            <doc-id>dn903801</doc-id>
            <unmanaged>InstanceCount</unmanaged>
            <unmanaged-short>InstanceCount</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DrawArgumentS.StartVertexLocation">
            <summary>
            <dd> <p>Specifies an index to the first vertex to start drawing from.</p> </dd>
            </summary>
            <doc-id>dn903801</doc-id>
            <unmanaged>StartVertexLocation</unmanaged>
            <unmanaged-short>StartVertexLocation</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DrawArgumentS.StartInstanceLocation">
            <summary>
            <dd> <p>Specifies an index to the first instance to start drawing from.</p> </dd>
            </summary>
            <doc-id>dn903801</doc-id>
            <unmanaged>StartInstanceLocation</unmanaged>
            <unmanaged-short>StartInstanceLocation</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.DrawIndexedArgumentS">
            <summary>
            <p>Describes parameters for drawing indexed instances.</p>
            </summary>
            <remarks>
            <p>The members of this structure serve the same purpose as the parameters of <strong>DrawIndexedInstanced</strong>. </p>
            </remarks>
            <doc-id>dn903802</doc-id>
            <unmanaged>D3D12_DRAW_INDEXED_ARGUMENTS</unmanaged>
            <unmanaged-short>D3D12_DRAW_INDEXED_ARGUMENTS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DrawIndexedArgumentS.IndexCountPerInstance">
            <summary>
            <dd> <p>The number of indices read from the index buffer for each instance.</p> </dd>
            </summary>
            <doc-id>dn903802</doc-id>
            <unmanaged>IndexCountPerInstance</unmanaged>
            <unmanaged-short>IndexCountPerInstance</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DrawIndexedArgumentS.InstanceCount">
            <summary>
            <dd> <p> The number of instances to draw.</p> </dd>
            </summary>
            <doc-id>dn903802</doc-id>
            <unmanaged>InstanceCount</unmanaged>
            <unmanaged-short>InstanceCount</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DrawIndexedArgumentS.StartIndexLocation">
            <summary>
            <dd> <p>The location of the first index read by the GPU from the index buffer.</p> </dd>
            </summary>
            <doc-id>dn903802</doc-id>
            <unmanaged>StartIndexLocation</unmanaged>
            <unmanaged-short>StartIndexLocation</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DrawIndexedArgumentS.BaseVertexLocation">
            <summary>
            <dd> <p>A value added to each index before reading a vertex from the vertex buffer.</p> </dd>
            </summary>
            <doc-id>dn903802</doc-id>
            <unmanaged>BaseVertexLocation</unmanaged>
            <unmanaged-short>BaseVertexLocation</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.DrawIndexedArgumentS.StartInstanceLocation">
            <summary>
            <dd> <p> A value added to each index before reading per-instance data from a vertex buffer.</p> </dd>
            </summary>
            <doc-id>dn903802</doc-id>
            <unmanaged>StartInstanceLocation</unmanaged>
            <unmanaged-short>StartInstanceLocation</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.FeatureDataArchitecture">
            <summary>
            <p>Provide detail about the adapter architecture, helping applications better optimize for certain adapter properties.</p>
            </summary>
            <doc-id>dn859384</doc-id>
            <unmanaged>D3D12_FEATURE_DATA_ARCHITECTURE</unmanaged>
            <unmanaged-short>D3D12_FEATURE_DATA_ARCHITECTURE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataArchitecture.NodeIndex">
            <summary>
            <dd> <p> In multi-adapter operation, this indicates which physical adapter of the device is relevant. See Multi-Adapter. <strong>NodeIndex</strong> is filled out by the application before calling <strong>CheckFeatureSupport</strong>, as the application can retrieve details about the architecture of each adapter. </p> </dd>
            </summary>
            <doc-id>dn859384</doc-id>
            <unmanaged>NodeIndex</unmanaged>
            <unmanaged-short>NodeIndex</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataArchitecture.TileBasedRenderer">
            <summary>
            <dd> <p> Specifies whether the hardware and driver support a tile-based renderer. The runtime sets this member to <strong>TRUE</strong> if the hardware and driver support a tile-based renderer. </p> </dd>
            </summary>
            <doc-id>dn859384</doc-id>
            <unmanaged>TileBasedRenderer</unmanaged>
            <unmanaged-short>TileBasedRenderer</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataArchitecture.Uma">
            <summary>
            <dd> <p> Specifies whether the hardware and driver support UMA. The runtime sets this member to <strong>TRUE</strong> if the hardware and driver support UMA. </p> </dd>
            </summary>
            <doc-id>dn859384</doc-id>
            <unmanaged>UMA</unmanaged>
            <unmanaged-short>UMA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataArchitecture.CacheCoherentUMA">
            <summary>
            <dd> <p> Specifies whether the hardware and driver support cache-coherent UMA. The runtime sets this member to <strong>TRUE</strong> if the hardware and driver support cache-coherent UMA. </p> </dd>
            </summary>
            <doc-id>dn859384</doc-id>
            <unmanaged>CacheCoherentUMA</unmanaged>
            <unmanaged-short>CacheCoherentUMA</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.FeatureDataArchitecture1">
            <summary>
            <p> Describes the DXGI data format. </p>
            </summary>
            <remarks>
            <p> See <strong><see cref = "T:SharpDX.Direct3D12.Feature"/></strong>. </p>
            </remarks>
            <doc-id>dn986728</doc-id>
            <unmanaged>D3D12_FEATURE_DATA_ARCHITECTURE1</unmanaged>
            <unmanaged-short>D3D12_FEATURE_DATA_ARCHITECTURE1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataArchitecture1.NodeIndex">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.DXGI.Format"/></strong>-typed value for the format to return info about. </p> </dd>
            </summary>
            <doc-id>dn986728</doc-id>
            <unmanaged>NodeIndex</unmanaged>
            <unmanaged-short>NodeIndex</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataArchitecture1.TileBasedRenderer">
            <summary>
            <dd> <p> The number of planes to provide information about. </p> </dd>
            </summary>
            <doc-id>dn986728</doc-id>
            <unmanaged>TileBasedRenderer</unmanaged>
            <unmanaged-short>TileBasedRenderer</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataArchitecture1.Uma">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986728</doc-id>
            <unmanaged>UMA</unmanaged>
            <unmanaged-short>UMA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataArchitecture1.CacheCoherentUMA">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986728</doc-id>
            <unmanaged>CacheCoherentUMA</unmanaged>
            <unmanaged-short>CacheCoherentUMA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataArchitecture1.IsolatedMMU">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986728</doc-id>
            <unmanaged>IsolatedMMU</unmanaged>
            <unmanaged-short>IsolatedMMU</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.FeatureDataCommandQueuePriority">
            <summary>
            <p> Describes the DXGI data format. </p>
            </summary>
            <remarks>
            <p> See <strong><see cref = "T:SharpDX.Direct3D12.Feature"/></strong>. </p>
            </remarks>
            <doc-id>dn986728</doc-id>
            <unmanaged>D3D12_FEATURE_DATA_COMMAND_QUEUE_PRIORITY</unmanaged>
            <unmanaged-short>D3D12_FEATURE_DATA_COMMAND_QUEUE_PRIORITY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataCommandQueuePriority.CommandListType">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.DXGI.Format"/></strong>-typed value for the format to return info about. </p> </dd>
            </summary>
            <doc-id>dn986728</doc-id>
            <unmanaged>CommandListType</unmanaged>
            <unmanaged-short>CommandListType</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataCommandQueuePriority.Priority">
            <summary>
            <dd> <p> The number of planes to provide information about. </p> </dd>
            </summary>
            <doc-id>dn986728</doc-id>
            <unmanaged>Priority</unmanaged>
            <unmanaged-short>Priority</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataCommandQueuePriority.PriorityForTypeIsSupported">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn986728</doc-id>
            <unmanaged>PriorityForTypeIsSupported</unmanaged>
            <unmanaged-short>PriorityForTypeIsSupported</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.FeatureDataD3D12Options">
            <summary>
            <p> Describes Direct3D 12 feature options in the current graphics driver. </p>
            </summary>
            <remarks>
            <p> See <strong><see cref = "T:SharpDX.Direct3D12.Feature"/></strong>. </p>
            </remarks>
            <doc-id>dn770364</doc-id>
            <unmanaged>D3D12_FEATURE_DATA_D3D12_OPTIONS</unmanaged>
            <unmanaged-short>D3D12_FEATURE_DATA_D3D12_OPTIONS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataD3D12Options.DoublePrecisionFloatShaderOps">
            <summary>
            <dd> <p> Specifies whether <strong>double</strong> types are allowed for shader operations. If <strong>TRUE</strong>, double types are allowed; otherwise <strong><see cref = "F:SharpDX.Result.False"/></strong>. The supported operations are equivalent to Direct3D 11's <strong>ExtendedDoublesShaderInstructions</strong> member of the <strong><see cref = "!:SharpDX.Direct3D11.FeatureDataD3D11Options"/></strong> structure. </p> <p> To use any HLSL shader that is compiled with a <strong>double</strong> type, the runtime must set <strong>DoublePrecisionFloatShaderOps</strong> to <strong>TRUE</strong>. </p> </dd>
            </summary>
            <doc-id>dn770364</doc-id>
            <unmanaged>DoublePrecisionFloatShaderOps</unmanaged>
            <unmanaged-short>DoublePrecisionFloatShaderOps</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataD3D12Options.OutputMergerLogicOp">
            <summary>
            <dd> <p> Specifies whether logic operations are available in blend state. The runtime sets this member to <strong>TRUE</strong> if logic operations are available in blend state and <strong><see cref = "F:SharpDX.Result.False"/></strong> otherwise. This member is <strong><see cref = "F:SharpDX.Result.False"/></strong> for feature level 9.1, 9.2, and 9.3.  This member is optional for feature level 10, 10.1, and 11.  This member is <strong>TRUE</strong> for feature level 11.1 and 12. </p> </dd>
            </summary>
            <doc-id>dn770364</doc-id>
            <unmanaged>OutputMergerLogicOp</unmanaged>
            <unmanaged-short>OutputMergerLogicOp</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataD3D12Options.MinPrecisionSupport">
            <summary>
            <dd> <p> A combination of <strong><see cref = "T:SharpDX.Direct3D12.ShaderMinimumPrecisionSupport"/></strong>-typed values that are combined by using a bitwise OR operation. The resulting value specifies minimum precision levels that the driver supports for shader stages. A value of zero indicates that the driver supports only full 32-bit precision for all shader stages. </p> </dd>
            </summary>
            <doc-id>dn770364</doc-id>
            <unmanaged>MinPrecisionSupport</unmanaged>
            <unmanaged-short>MinPrecisionSupport</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataD3D12Options.TiledResourcesTier">
            <summary>
            <dd> <p> Specifies whether the hardware and driver support tiled resources. The runtime sets this member to a <strong><see cref = "T:SharpDX.Direct3D12.TiledResourcesTier"/></strong>-typed value that indicates if the hardware and driver support tiled resources and at what tier level. </p> </dd>
            </summary>
            <doc-id>dn770364</doc-id>
            <unmanaged>TiledResourcesTier</unmanaged>
            <unmanaged-short>TiledResourcesTier</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataD3D12Options.ResourceBindingTier">
            <summary>
            <dd> <p> Specifies the level at which the hardware and driver support resource binding. The runtime sets this member to a <strong><see cref = "T:SharpDX.Direct3D12.ResourceBindingTier"/></strong>-typed value that indicates the tier level. </p> </dd>
            </summary>
            <doc-id>dn770364</doc-id>
            <unmanaged>ResourceBindingTier</unmanaged>
            <unmanaged-short>ResourceBindingTier</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataD3D12Options.PSSpecifiedStencilRefSupported">
            <summary>
            <dd> <p> Specifies whether pixel shader stencil ref is supported. If <strong>TRUE</strong>, it's supported; otherwise <strong><see cref = "F:SharpDX.Result.False"/></strong>. </p> </dd>
            </summary>
            <doc-id>dn770364</doc-id>
            <unmanaged>PSSpecifiedStencilRefSupported</unmanaged>
            <unmanaged-short>PSSpecifiedStencilRefSupported</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataD3D12Options.TypedUAVLoadAdditionalFormats">
            <summary>
            <dd> <p> Specifies whether the loading of additional formats for typed unordered-access views (UAVs) is supported. If <strong>TRUE</strong>, it's supported; otherwise <strong><see cref = "F:SharpDX.Result.False"/></strong>. </p> </dd>
            </summary>
            <doc-id>dn770364</doc-id>
            <unmanaged>TypedUAVLoadAdditionalFormats</unmanaged>
            <unmanaged-short>TypedUAVLoadAdditionalFormats</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataD3D12Options.ROVsSupported">
            <summary>
            <dd> <p> Specifies whether <em>Rasterizer Order Views</em> (ROVs) are supported. If <strong>TRUE</strong>, they're supported; otherwise <strong><see cref = "F:SharpDX.Result.False"/></strong>. </p> </dd>
            </summary>
            <doc-id>dn770364</doc-id>
            <unmanaged>ROVsSupported</unmanaged>
            <unmanaged-short>ROVsSupported</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataD3D12Options.ConservativeRasterizationTier">
            <summary>
            <dd> <p> Specifies the level at which the hardware and driver support conservative rasterization. The runtime sets this member to a <strong><see cref = "T:SharpDX.Direct3D12.ConservativeRasterizationTier"/></strong>-typed value that indicates the tier level. </p> </dd>
            </summary>
            <doc-id>dn770364</doc-id>
            <unmanaged>ConservativeRasterizationTier</unmanaged>
            <unmanaged-short>ConservativeRasterizationTier</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataD3D12Options.MaxGPUVirtualAddressBitsPerResource">
            <summary>
            <dd> <p> Don't use this field; instead, use the <strong><see cref = "T:SharpDX.Direct3D12.FeatureDataGpuVirtualAddressSupport"/></strong> query (a structure with a <strong>MaxGPUVirtualAddressBitsPerResource</strong> member), which is more accurate. </p> </dd>
            </summary>
            <doc-id>dn770364</doc-id>
            <unmanaged>MaxGPUVirtualAddressBitsPerResource</unmanaged>
            <unmanaged-short>MaxGPUVirtualAddressBitsPerResource</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataD3D12Options.StandardSwizzle64KBSupported">
            <summary>
            <dd> <p> TRUE if the hardware supports textures with the 64KB standard swizzle pattern. Support for this pattern enables zero-copy texture optimizations while providing near-equilateral locality for each dimension within the texture. For texture swizzle options and restrictions, see <strong><see cref = "T:SharpDX.Direct3D12.TextureLayout"/></strong>. </p> </dd>
            </summary>
            <doc-id>dn770364</doc-id>
            <unmanaged>StandardSwizzle64KBSupported</unmanaged>
            <unmanaged-short>StandardSwizzle64KBSupported</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataD3D12Options.CrossNodeSharingTier">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.Direct3D12.CrossNodeSharingTier"/></strong> enumeration constant that specifies the level of sharing across nodes of an adapter that has multiple nodes, such as Tier 1 Emulated, Tier 1, or Tier 2. </p> </dd>
            </summary>
            <doc-id>dn770364</doc-id>
            <unmanaged>CrossNodeSharingTier</unmanaged>
            <unmanaged-short>CrossNodeSharingTier</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataD3D12Options.CrossAdapterRowMajorTextureSupported">
            <summary>
            <dd> <p> <see cref = "F:SharpDX.Result.False"/> means the device only supports copy operations to and from cross-adapter row-major textures. TRUE means the device supports shader resource views, unordered access views, and render target views of cross-adapter row-major textures. "Cross-adapter" means between multiple adapters (even from different IHVs). </p> </dd>
            </summary>
            <doc-id>dn770364</doc-id>
            <unmanaged>CrossAdapterRowMajorTextureSupported</unmanaged>
            <unmanaged-short>CrossAdapterRowMajorTextureSupported</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataD3D12Options.VPAndRTArrayIndexFromAnyShaderFeedingRasterizerSupportedWithoutGSEmulation">
            <summary>
            <dd> <p> Whether the viewport (VP) and Render Target (RT) array index from any shader feeding the rasterizer are supported without geometry shader emulation. Compare the <strong>VPAndRTArrayIndexFromAnyShaderFeedingRasterizer</strong> member of the <strong><see cref = "!:SharpDX.Direct3D11.FeatureDataD3D11Options3"/></strong> structure. In <strong>ID3D12ShaderReflection::GetRequiresFlags</strong>, see the #define D3D_SHADER_REQUIRES_VIEWPORT_AND_RT_ARRAY_INDEX_FROM_ANY_SHADER_FEEDING_RASTERIZER. </p> </dd>
            </summary>
            <doc-id>dn770364</doc-id>
            <unmanaged>VPAndRTArrayIndexFromAnyShaderFeedingRasterizerSupportedWithoutGSEmulation</unmanaged>
            <unmanaged-short>VPAndRTArrayIndexFromAnyShaderFeedingRasterizerSupportedWithoutGSEmulation</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataD3D12Options.ResourceHeapTier">
            <summary>
            <dd> <p> Specifies the level at which the hardware and driver require heap attribution related to resource type. The runtime sets this member to a <strong><see cref = "T:SharpDX.Direct3D12.ResourceHeapTier"/></strong> enumeration constant. </p> </dd>
            </summary>
            <doc-id>dn770364</doc-id>
            <unmanaged>ResourceHeapTier</unmanaged>
            <unmanaged-short>ResourceHeapTier</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.FeatureDataD3D12Options1">
            <summary>
            <p>Describes the level of support for HLSL 6.0 wave operations.</p>
            </summary>
            <remarks>
            <p>A "lane" is  single thread of execution. The shader models before version 6.0 expose only one of these at the language level, leaving expansion to parallel SIMD processing entirely up to the implementation.  A "wave" is  set of lanes (threads) executed simultaneously in the processor. No explicit barriers are required to guarantee that they execute in parallel. Similar concepts include "warp" and "wavefront". 
            </p><p> This structure is used with the D3D12_FEATURE_D3D12_OPTIONS1 member of  <strong><see cref = "T:SharpDX.Direct3D12.Feature"/></strong>. </p>
            </remarks>
            <doc-id>mt709115</doc-id>
            <unmanaged>D3D12_FEATURE_DATA_D3D12_OPTIONS1</unmanaged>
            <unmanaged-short>D3D12_FEATURE_DATA_D3D12_OPTIONS1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataD3D12Options1.WaveOps">
            <summary>
            <dd> <p>True if the driver supports HLSL 6.0 wave operations.</p> </dd>
            </summary>
            <doc-id>mt709115</doc-id>
            <unmanaged>WaveOps</unmanaged>
            <unmanaged-short>WaveOps</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataD3D12Options1.WaveLaneCountMin">
            <summary>
            <dd> <p>Specifies the baseline number of lanes in the SIMD wave that this implementation can support. This term is sometimes known as "wavefront size" or "warp width". Currently apps should rely only on this minimum value for sizing workloads. 
            </p> </dd>
            </summary>
            <doc-id>mt709115</doc-id>
            <unmanaged>WaveLaneCountMin</unmanaged>
            <unmanaged-short>WaveLaneCountMin</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataD3D12Options1.WaveLaneCountMax">
            <summary>
            <dd> <p>Specifies the maximum number of lanes in the SIMD wave that this implementation can support. This capability is reserved for future expansion, and is not expected to be used by current applications. 
            </p> </dd>
            </summary>
            <doc-id>mt709115</doc-id>
            <unmanaged>WaveLaneCountMax</unmanaged>
            <unmanaged-short>WaveLaneCountMax</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataD3D12Options1.TotalLaneCount">
            <summary>
            <dd> <p>Specifies the total number of SIMD lanes on the hardware.</p> </dd>
            </summary>
            <doc-id>mt709115</doc-id>
            <unmanaged>TotalLaneCount</unmanaged>
            <unmanaged-short>TotalLaneCount</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataD3D12Options1.ExpandedComputeResourceStates">
            <summary>
            <dd> <p>Indicates transitions are possible  in and out of the CBV, and indirect argument states, on compute command lists. If <strong>CheckFeatureSupport</strong> succeeds this value will always be true. </p> </dd>
            </summary>
            <doc-id>mt709115</doc-id>
            <unmanaged>ExpandedComputeResourceStates</unmanaged>
            <unmanaged-short>ExpandedComputeResourceStates</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataD3D12Options1.Int64ShaderOps">
            <summary>
            <dd> <p>Indicates that 64bit integer operations are supported.</p> </dd>
            </summary>
            <doc-id>mt709115</doc-id>
            <unmanaged>Int64ShaderOps</unmanaged>
            <unmanaged-short>Int64ShaderOps</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.FeatureDataD3D12Options2">
            <summary>
            <p> Describes the DXGI data format. </p>
            </summary>
            <remarks>
            <p> See <strong><see cref = "T:SharpDX.Direct3D12.Feature"/></strong>. </p>
            </remarks>
            <doc-id>dn986728</doc-id>
            <unmanaged>D3D12_FEATURE_DATA_D3D12_OPTIONS2</unmanaged>
            <unmanaged-short>D3D12_FEATURE_DATA_D3D12_OPTIONS2</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataD3D12Options2.DepthBoundsTestSupported">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.DXGI.Format"/></strong>-typed value for the format to return info about. </p> </dd>
            </summary>
            <doc-id>dn986728</doc-id>
            <unmanaged>DepthBoundsTestSupported</unmanaged>
            <unmanaged-short>DepthBoundsTestSupported</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataD3D12Options2.ProgrammableSamplePositionsTier">
            <summary>
            <dd> <p> The number of planes to provide information about. </p> </dd>
            </summary>
            <doc-id>dn986728</doc-id>
            <unmanaged>ProgrammableSamplePositionsTier</unmanaged>
            <unmanaged-short>ProgrammableSamplePositionsTier</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.FeatureDataD3D12Options3">
            <summary>
            <p>Used to indicate the level of support that the adapter provides for optional features of Direct3D 12.</p>
            </summary>
            <remarks>
            <p></p>
            </remarks>
            <doc-id>mt844807</doc-id>
            <unmanaged>D3D12_FEATURE_DATA_D3D12_OPTIONS3</unmanaged>
            <unmanaged-short>D3D12_FEATURE_DATA_D3D12_OPTIONS3</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataD3D12Options3.CopyQueueTimestampQueriesSupported">
            <summary>
            <dd> <p> Indicates whether timestamp queries are supported on copy queues. </p> </dd>
            </summary>
            <doc-id>mt844807</doc-id>
            <unmanaged>CopyQueueTimestampQueriesSupported</unmanaged>
            <unmanaged-short>CopyQueueTimestampQueriesSupported</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataD3D12Options3.CastingFullyTypedFormatSupported">
            <summary>
            <dd> <p> Indicates whether casting from one fully typed format to another, compatible, format is supported. </p> </dd>
            </summary>
            <doc-id>mt844807</doc-id>
            <unmanaged>CastingFullyTypedFormatSupported</unmanaged>
            <unmanaged-short>CastingFullyTypedFormatSupported</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataD3D12Options3.WriteBufferImmediateSupportFlags">
            <summary>
            <dd> <p> Indicates the kinds of command lists that support the ability to write an immediate value directly from the command stream into a specified buffer. </p> </dd>
            </summary>
            <doc-id>mt844807</doc-id>
            <unmanaged>WriteBufferImmediateSupportFlags</unmanaged>
            <unmanaged-short>WriteBufferImmediateSupportFlags</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataD3D12Options3.ViewInstancingTier">
            <summary>
            <dd> <p> Indicates the level of support the adapter has for view instancing. </p> </dd>
            </summary>
            <doc-id>mt844807</doc-id>
            <unmanaged>ViewInstancingTier</unmanaged>
            <unmanaged-short>ViewInstancingTier</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataD3D12Options3.BarycentricsSupported">
            <summary>
            <dd> <p> Indicates whether barycentrics are supported. </p> </dd>
            </summary>
            <doc-id>mt844807</doc-id>
            <unmanaged>BarycentricsSupported</unmanaged>
            <unmanaged-short>BarycentricsSupported</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.FeatureDataExistingHeaps">
            <summary>
            <p>Used to determinine whether the adapter supports creating heaps from existing system memory. Such heaps are not intended for general use, but are exceptionally useful for diagnostic purposes because they are guaranteed to persist even after the adapter faults or experiences a device-removal event. Persistence is not guaranteed for heaps returned by CreateHeap or CreateCommittedResource, even when the heap resides in system memory.</p>
            </summary>
            <remarks>
            <p>For a variety of performance and compatibility reasons, applications should not make use of this feature except for diagnostic purposes. In particular, heaps created using this feature only support system-memory heaps with cross-adapter properties, which precludes many optimization opportunities that typical application scenarios could otherwise take advantage of.</p>
            </remarks>
            <doc-id>mt844808</doc-id>
            <unmanaged>D3D12_FEATURE_DATA_EXISTING_HEAPS</unmanaged>
            <unmanaged-short>D3D12_FEATURE_DATA_EXISTING_HEAPS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataExistingHeaps.Supported">
            <summary>
            <dd> <p>True if the adapter can create a heap from existing system memory. Otherwise, false.</p> </dd>
            </summary>
            <doc-id>mt844808</doc-id>
            <unmanaged>Supported</unmanaged>
            <unmanaged-short>Supported</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.FeatureDataFeatureLevels">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_FEATURE_DATA_FEATURE_LEVELS</unmanaged>
            <unmanaged-short>D3D12_FEATURE_DATA_FEATURE_LEVELS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataFeatureLevels.FeatureLevelCount">
            <summary>
            No documentation.
            </summary>
            <unmanaged>NumFeatureLevels</unmanaged>
            <unmanaged-short>NumFeatureLevels</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataFeatureLevels.FeatureLevelsRequestedPointer">
            <summary>
            No documentation.
            </summary>
            <unmanaged>pFeatureLevelsRequested</unmanaged>
            <unmanaged-short>pFeatureLevelsRequested</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataFeatureLevels.MaxSupportedFeatureLevel">
            <summary>
            No documentation.
            </summary>
            <unmanaged>MaxSupportedFeatureLevel</unmanaged>
            <unmanaged-short>MaxSupportedFeatureLevel</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.FeatureDataFormatInformation">
            <summary>
            <p> Describes the DXGI data format. </p>
            </summary>
            <remarks>
            <p> See <strong><see cref = "T:SharpDX.Direct3D12.Feature"/></strong>. </p>
            </remarks>
            <doc-id>dn986728</doc-id>
            <unmanaged>D3D12_FEATURE_DATA_FORMAT_INFO</unmanaged>
            <unmanaged-short>D3D12_FEATURE_DATA_FORMAT_INFO</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataFormatInformation.Format">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.DXGI.Format"/></strong>-typed value for the format to return info about. </p> </dd>
            </summary>
            <doc-id>dn986728</doc-id>
            <unmanaged>Format</unmanaged>
            <unmanaged-short>Format</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataFormatInformation.PlaneCount">
            <summary>
            <dd> <p> The number of planes to provide information about. </p> </dd>
            </summary>
            <doc-id>dn986728</doc-id>
            <unmanaged>PlaneCount</unmanaged>
            <unmanaged-short>PlaneCount</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.FeatureDataFormatSupport">
            <summary>
            <p> Describes which resources are supported by the current graphics driver for a given format. </p>
            </summary>
            <remarks>
            <p> Refer to the enum <strong><see cref = "T:SharpDX.Direct3D12.Feature"/></strong>. </p>
            </remarks>
            <doc-id>dn859386</doc-id>
            <unmanaged>D3D12_FEATURE_DATA_FORMAT_SUPPORT</unmanaged>
            <unmanaged-short>D3D12_FEATURE_DATA_FORMAT_SUPPORT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataFormatSupport.Format">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.DXGI.Format"/></strong>-typed value for the format to return info about. </p> </dd>
            </summary>
            <doc-id>dn859386</doc-id>
            <unmanaged>Format</unmanaged>
            <unmanaged-short>Format</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataFormatSupport.Support1">
            <summary>
            <dd> <p> A combination of <strong><see cref = "T:SharpDX.Direct3D12.FormatSupport1"/></strong>-typed values that are combined by using a bitwise OR operation. The resulting value specifies which resources are supported. </p> </dd>
            </summary>
            <doc-id>dn859386</doc-id>
            <unmanaged>Support1</unmanaged>
            <unmanaged-short>Support1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataFormatSupport.Support2">
            <summary>
            <dd> <p> A combination of <strong><see cref = "T:SharpDX.Direct3D12.FormatSupport2"/></strong>-typed values that are combined by using a bitwise OR operation. The resulting value specifies which unordered resource options are supported. </p> </dd>
            </summary>
            <doc-id>dn859386</doc-id>
            <unmanaged>Support2</unmanaged>
            <unmanaged-short>Support2</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.FeatureDataGpuVirtualAddressSupport">
            <summary>
            <p> Details the adapter's GPU virtual address space limitations, including maximum address bits per resource and per process. </p>
            </summary>
            <remarks>
            <p> See the enumeration constant D3D12_FEATURE_GPU_VIRTUAL_ADDRESS_SUPPORT in the <strong><see cref = "T:SharpDX.Direct3D12.Feature"/></strong> enumeration. </p>
            </remarks>
            <doc-id>mt186607</doc-id>
            <unmanaged>D3D12_FEATURE_DATA_GPU_VIRTUAL_ADDRESS_SUPPORT</unmanaged>
            <unmanaged-short>D3D12_FEATURE_DATA_GPU_VIRTUAL_ADDRESS_SUPPORT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataGpuVirtualAddressSupport.MaxGPUVirtualAddressBitsPerResource">
            <summary>
            <dd> <p>The maximum GPU virtual address bits per resource.</p> <p>Some adapters have significantly less bits available per resource than per process, while other adapters have significantly greater bits available per resource than per process. The latter scenario tends to happen in less common scenarios, like when running a 32-bit process on certain UMA adapters.
            When per resource capabilities are greater than per process, the greater per resource capabilities can only be leveraged by reserved resources or <c>null</c> mapped pages.
            </p> </dd>
            </summary>
            <doc-id>mt186607</doc-id>
            <unmanaged>MaxGPUVirtualAddressBitsPerResource</unmanaged>
            <unmanaged-short>MaxGPUVirtualAddressBitsPerResource</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataGpuVirtualAddressSupport.MaxGPUVirtualAddressBitsPerProcess">
            <summary>
            <dd> <p> The maximum GPU virtual address bits per process.</p> <p>When this value is nearly equal to the available residency budget, <strong>Evict</strong> will not be a feasible option to manage residency. See <strong>MakeResident</strong> for more details.</p> </dd>
            </summary>
            <doc-id>mt186607</doc-id>
            <unmanaged>MaxGPUVirtualAddressBitsPerProcess</unmanaged>
            <unmanaged-short>MaxGPUVirtualAddressBitsPerProcess</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.FeatureDataMultisampleQualityLevels">
            <summary>
            <p> Describes the image quality levels for a given format and sample count. </p>
            </summary>
            <remarks>
            <p> See <strong><see cref = "T:SharpDX.Direct3D12.Feature"/></strong>. </p>
            </remarks>
            <doc-id>dn859387</doc-id>
            <unmanaged>D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS</unmanaged>
            <unmanaged-short>D3D12_FEATURE_DATA_MULTISAMPLE_QUALITY_LEVELS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataMultisampleQualityLevels.Format">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.DXGI.Format"/></strong>-typed value for the format to return info about. </p> </dd>
            </summary>
            <doc-id>dn859387</doc-id>
            <unmanaged>Format</unmanaged>
            <unmanaged-short>Format</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataMultisampleQualityLevels.SampleCount">
            <summary>
            <dd> <p> The number of multi-samples per pixel to return info about. </p> </dd>
            </summary>
            <doc-id>dn859387</doc-id>
            <unmanaged>SampleCount</unmanaged>
            <unmanaged-short>SampleCount</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataMultisampleQualityLevels.Flags">
            <summary>
            <dd> <p> Flags to control quality levels, as a bitwise-OR'd combination of <strong><see cref = "T:SharpDX.Direct3D12.MultisampleQualityLevelFlags"/></strong> enumeration constants. The resulting value specifies options for determining quality levels. </p> </dd>
            </summary>
            <doc-id>dn859387</doc-id>
            <unmanaged>Flags</unmanaged>
            <unmanaged-short>Flags</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataMultisampleQualityLevels.QualityLevelCount">
            <summary>
            <dd> <p> The number of quality levels. </p> </dd>
            </summary>
            <doc-id>dn859387</doc-id>
            <unmanaged>NumQualityLevels</unmanaged>
            <unmanaged-short>NumQualityLevels</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.FeatureDataRootSignature">
            <summary>
            <p>Pass this structure to <strong>CheckFeatureSupport</strong> to check for root signature version support.</p>
            </summary>
            <doc-id>mt709116</doc-id>
            <unmanaged>D3D12_FEATURE_DATA_ROOT_SIGNATURE</unmanaged>
            <unmanaged-short>D3D12_FEATURE_DATA_ROOT_SIGNATURE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataRootSignature.HighestVersion">
            <summary>
            No documentation.
            </summary>
            <doc-id>mt709116</doc-id>
            <unmanaged>HighestVersion</unmanaged>
            <unmanaged-short>HighestVersion</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.FeatureDataShaderCache">
            <summary>
            <p> Describes the layout of a root signature version 1.0. </p>
            </summary>
            <remarks>
            <p> This structure is used by the <strong>D3D12SerializeRootSignature</strong> function and is returned by the <strong>ID3D12RootSignatureDeserializer::GetRootSignatureDesc</strong> method. </p><p> There is one graphics root signature, and one compute root signature. </p>
            </remarks>
            <doc-id>dn986747</doc-id>
            <unmanaged>D3D12_FEATURE_DATA_SHADER_CACHE</unmanaged>
            <unmanaged-short>D3D12_FEATURE_DATA_SHADER_CACHE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataShaderCache.SupportFlags">
            <summary>
            <dd> <p> The number of slots in the root signature. This number is also the number of elements in the <em>pParameters</em> array. </p> </dd>
            </summary>
            <doc-id>dn986747</doc-id>
            <unmanaged>SupportFlags</unmanaged>
            <unmanaged-short>SupportFlags</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.FeatureDataShaderModel">
            <summary>
            <p>Contains the supported shader model.</p>
            </summary>
            <remarks>
            <p> Refer to  the enumeration constant D3D12_FEATURE_SHADER_MODEL in the <strong><see cref = "T:SharpDX.Direct3D12.Feature"/></strong> enumeration. </p>
            </remarks>
            <doc-id>mt709117</doc-id>
            <unmanaged>D3D12_FEATURE_DATA_SHADER_MODEL</unmanaged>
            <unmanaged-short>D3D12_FEATURE_DATA_SHADER_MODEL</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.FeatureDataShaderModel.HighestShaderModel">
            <summary>
            <dd> <p>Specifies one member of  <strong><see cref = "T:SharpDX.Direct3D12.ShaderModel"/></strong> that indicates the maximum supported shader model.</p> </dd>
            </summary>
            <doc-id>mt709117</doc-id>
            <unmanaged>HighestShaderModel</unmanaged>
            <unmanaged-short>HighestShaderModel</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.GraphicsPipelineStateDescription">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_GRAPHICS_PIPELINE_STATE_DESC</unmanaged>
            <unmanaged-short>D3D12_GRAPHICS_PIPELINE_STATE_DESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.GraphicsPipelineStateDescription.RootSignature">
            <summary>
            No documentation.
            </summary>
            <unmanaged>pRootSignature</unmanaged>
            <unmanaged-short>pRootSignature</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.GraphicsPipelineStateDescription.VertexShader">
            <summary>
            No documentation.
            </summary>
            <unmanaged>VS</unmanaged>
            <unmanaged-short>VS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.GraphicsPipelineStateDescription.PixelShader">
            <summary>
            No documentation.
            </summary>
            <unmanaged>PS</unmanaged>
            <unmanaged-short>PS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.GraphicsPipelineStateDescription.DomainShader">
            <summary>
            No documentation.
            </summary>
            <unmanaged>DS</unmanaged>
            <unmanaged-short>DS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.GraphicsPipelineStateDescription.HullShader">
            <summary>
            No documentation.
            </summary>
            <unmanaged>HS</unmanaged>
            <unmanaged-short>HS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.GraphicsPipelineStateDescription.GeometryShader">
            <summary>
            No documentation.
            </summary>
            <unmanaged>GS</unmanaged>
            <unmanaged-short>GS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.GraphicsPipelineStateDescription.StreamOutput">
            <summary>
            No documentation.
            </summary>
            <unmanaged>StreamOutput</unmanaged>
            <unmanaged-short>StreamOutput</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.GraphicsPipelineStateDescription.BlendState">
            <summary>
            No documentation.
            </summary>
            <unmanaged>BlendState</unmanaged>
            <unmanaged-short>BlendState</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.GraphicsPipelineStateDescription.SampleMask">
            <summary>
            No documentation.
            </summary>
            <unmanaged>SampleMask</unmanaged>
            <unmanaged-short>SampleMask</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.GraphicsPipelineStateDescription.RasterizerState">
            <summary>
            No documentation.
            </summary>
            <unmanaged>RasterizerState</unmanaged>
            <unmanaged-short>RasterizerState</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.GraphicsPipelineStateDescription.DepthStencilState">
            <summary>
            No documentation.
            </summary>
            <unmanaged>DepthStencilState</unmanaged>
            <unmanaged-short>DepthStencilState</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.GraphicsPipelineStateDescription.InputLayout">
            <summary>
            No documentation.
            </summary>
            <unmanaged>InputLayout</unmanaged>
            <unmanaged-short>InputLayout</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.GraphicsPipelineStateDescription.IBStripCutValue">
            <summary>
            No documentation.
            </summary>
            <unmanaged>IBStripCutValue</unmanaged>
            <unmanaged-short>IBStripCutValue</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.GraphicsPipelineStateDescription.PrimitiveTopologyType">
            <summary>
            No documentation.
            </summary>
            <unmanaged>PrimitiveTopologyType</unmanaged>
            <unmanaged-short>PrimitiveTopologyType</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.GraphicsPipelineStateDescription.RenderTargetCount">
            <summary>
            No documentation.
            </summary>
            <unmanaged>NumRenderTargets</unmanaged>
            <unmanaged-short>NumRenderTargets</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.GraphicsPipelineStateDescription.RenderTargetFormats">
            <summary>
            No documentation.
            </summary>
            <unmanaged>RTVFormats</unmanaged>
            <unmanaged-short>RTVFormats</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.GraphicsPipelineStateDescription.DepthStencilFormat">
            <summary>
            No documentation.
            </summary>
            <unmanaged>DSVFormat</unmanaged>
            <unmanaged-short>DSVFormat</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.GraphicsPipelineStateDescription.SampleDescription">
            <summary>
            No documentation.
            </summary>
            <unmanaged>SampleDesc</unmanaged>
            <unmanaged-short>SampleDesc</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.GraphicsPipelineStateDescription.NodeMask">
            <summary>
            No documentation.
            </summary>
            <unmanaged>NodeMask</unmanaged>
            <unmanaged-short>NodeMask</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.GraphicsPipelineStateDescription.CachedPSO">
            <summary>
            No documentation.
            </summary>
            <unmanaged>CachedPSO</unmanaged>
            <unmanaged-short>CachedPSO</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.GraphicsPipelineStateDescription.Flags">
            <summary>
            No documentation.
            </summary>
            <unmanaged>Flags</unmanaged>
            <unmanaged-short>Flags</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.HeapDescription">
            <summary>
            <p>Describes a heap.</p>
            </summary>
            <remarks>
            <p> This structure is used by the <strong>CreateHeap</strong> method, and returned by the <strong>GetDesc</strong> method. </p>
            </remarks>
            <doc-id>dn770371</doc-id>
            <unmanaged>D3D12_HEAP_DESC</unmanaged>
            <unmanaged-short>D3D12_HEAP_DESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.HeapDescription.SizeInBytes">
            <summary>
            <dd> <p> The size, in bytes, of the heap. To avoid wasting memory, applications should pass <em>SizeInBytes</em> values which are multiples of the effective <em>Alignment</em>; but non-aligned <em>SizeInBytes</em> is also supported, for convenience. To find out how large a heap must be to support textures with undefined layouts and adapter-specific sizes, call <strong>ID3D12Device::GetResourceAllocationInfo</strong>. </p> </dd>
            </summary>
            <doc-id>dn770371</doc-id>
            <unmanaged>SizeInBytes</unmanaged>
            <unmanaged-short>SizeInBytes</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.HeapDescription.Properties">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.Direct3D12.HeapProperties"/></strong> structure that describes the heap properties. </p> </dd>
            </summary>
            <doc-id>dn770371</doc-id>
            <unmanaged>Properties</unmanaged>
            <unmanaged-short>Properties</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.HeapDescription.Alignment">
            <summary>
            <dd> <p> The alignment value for the heap.  Valid values: </p> <table> <tr><th>Value</th><th>Description</th></tr> <tr><td> 0 </td><td> An alias for 64KB. </td></tr> <tr><td> D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT </td><td> #defined as 64KB. </td></tr> <tr><td> D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT </td><td> #defined as 4MB. An application must decide whether the heap will contain multi-sample anti-aliasing (MSAA), in which case, the application must choose D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT. </td></tr> </table> <p>?</p> </dd>
            </summary>
            <doc-id>dn770371</doc-id>
            <unmanaged>Alignment</unmanaged>
            <unmanaged-short>Alignment</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.HeapDescription.Flags">
            <summary>
            <dd> <p> A combination of <strong><see cref = "T:SharpDX.Direct3D12.HeapFlags"/></strong>-typed values that are combined by using a bitwise-OR operation. The resulting value identifies heap options. When creating heaps to support adapters with resource heap tier 1, an application must choose some flags. </p> </dd>
            </summary>
            <doc-id>dn770371</doc-id>
            <unmanaged>Flags</unmanaged>
            <unmanaged-short>Flags</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.IndexBufferView">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_INDEX_BUFFER_VIEW</unmanaged>
            <unmanaged-short>D3D12_INDEX_BUFFER_VIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.IndexBufferView.BufferLocation">
            <summary>
            No documentation.
            </summary>
            <unmanaged>BufferLocation</unmanaged>
            <unmanaged-short>BufferLocation</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.IndexBufferView.SizeInBytes">
            <summary>
            No documentation.
            </summary>
            <unmanaged>SizeInBytes</unmanaged>
            <unmanaged-short>SizeInBytes</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.IndexBufferView.Format">
            <summary>
            No documentation.
            </summary>
            <unmanaged>Format</unmanaged>
            <unmanaged-short>Format</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.IndirectArgumentDescription">
            <summary>
            <p> Describes an indirect argument (an indirect parameter), for use with a command signature. </p>
            </summary>
            <remarks>
            <p> Use this structure with the <strong><see cref = "T:SharpDX.Direct3D12.CommandSignatureDescription"/></strong> structure. </p>
            </remarks>
            <doc-id>dn986733</doc-id>
            <unmanaged>D3D12_INDIRECT_ARGUMENT_DESC</unmanaged>
            <unmanaged-short>D3D12_INDIRECT_ARGUMENT_DESC</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.IndirectArgumentDescription.VertexBufferArgument">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_INDIRECT_ARGUMENT_DESC_INNER_0_INNER_0</unmanaged>
            <unmanaged-short>D3D12_INDIRECT_ARGUMENT_DESC_INNER_0_INNER_0</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.IndirectArgumentDescription.VertexBufferArgument.Slot">
            <summary>
            No documentation.
            </summary>
            <unmanaged>Slot</unmanaged>
            <unmanaged-short>Slot</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.IndirectArgumentDescription.ConstantArgument">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_INDIRECT_ARGUMENT_DESC_INNER_0_INNER_1</unmanaged>
            <unmanaged-short>D3D12_INDIRECT_ARGUMENT_DESC_INNER_0_INNER_1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.IndirectArgumentDescription.ConstantArgument.RootParameterIndex">
            <summary>
            No documentation.
            </summary>
            <unmanaged>RootParameterIndex</unmanaged>
            <unmanaged-short>RootParameterIndex</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.IndirectArgumentDescription.ConstantArgument.DestOffsetIn32BitValues">
            <summary>
            No documentation.
            </summary>
            <unmanaged>DestOffsetIn32BitValues</unmanaged>
            <unmanaged-short>DestOffsetIn32BitValues</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.IndirectArgumentDescription.ConstantArgument.Num32BitValuesToSet">
            <summary>
            No documentation.
            </summary>
            <unmanaged>Num32BitValuesToSet</unmanaged>
            <unmanaged-short>Num32BitValuesToSet</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.IndirectArgumentDescription.ConstantBufferArgument">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_INDIRECT_ARGUMENT_DESC_INNER_0_INNER_2</unmanaged>
            <unmanaged-short>D3D12_INDIRECT_ARGUMENT_DESC_INNER_0_INNER_2</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.IndirectArgumentDescription.ConstantBufferArgument.RootParameterIndex">
            <summary>
            No documentation.
            </summary>
            <unmanaged>RootParameterIndex</unmanaged>
            <unmanaged-short>RootParameterIndex</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.IndirectArgumentDescription.ShaderResourceViewArgument">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_INDIRECT_ARGUMENT_DESC_INNER_0_INNER_3</unmanaged>
            <unmanaged-short>D3D12_INDIRECT_ARGUMENT_DESC_INNER_0_INNER_3</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.IndirectArgumentDescription.ShaderResourceViewArgument.RootParameterIndex">
            <summary>
            No documentation.
            </summary>
            <unmanaged>RootParameterIndex</unmanaged>
            <unmanaged-short>RootParameterIndex</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.IndirectArgumentDescription.UnorderedAccessViewArgument">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_INDIRECT_ARGUMENT_DESC_INNER_0_INNER_4</unmanaged>
            <unmanaged-short>D3D12_INDIRECT_ARGUMENT_DESC_INNER_0_INNER_4</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.IndirectArgumentDescription.UnorderedAccessViewArgument.RootParameterIndex">
            <summary>
            No documentation.
            </summary>
            <unmanaged>RootParameterIndex</unmanaged>
            <unmanaged-short>RootParameterIndex</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.IndirectArgumentDescription.Type">
            <summary>
            <dd> <p> A single <strong><see cref = "T:SharpDX.Direct3D12.IndirectArgumentType"/></strong> enumeration constant. </p> </dd>
            </summary>
            <doc-id>dn986733</doc-id>
            <unmanaged>Type</unmanaged>
            <unmanaged-short>Type</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.IndirectArgumentDescription.VertexBuffer">
            <summary>
            <dd> <dl> <dt><strong>Slot</strong></dt> <dd> <p> Specifies the slot containing the vertex buffer address. </p> </dd> </dl> </dd>
            </summary>
            <doc-id>dn986733</doc-id>
            <unmanaged>VertexBuffer</unmanaged>
            <unmanaged-short>VertexBuffer</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.IndirectArgumentDescription.Constant">
            <summary>
            <dd> <dl> <dt><strong>RootParameterIndex</strong></dt> <dd> <p> Specifies the root index of the constant. </p> </dd> <dt><strong>DestOffsetIn32BitValues</strong></dt> <dd> <p> The offset, in 32-bit values, to set the first constant of the group. Supports multi-value constants at a given root index. Root constant entries must be sorted from smallest to largest DestOffsetIn32BitValues. </p> </dd> <dt><strong>Num32BitValuesToSet</strong></dt> <dd> <p> The number of 32-bit constants that are set at the given root index. Supports multi-value constants at a given root index. </p> </dd> </dl> </dd>
            </summary>
            <doc-id>dn986733</doc-id>
            <unmanaged>Constant</unmanaged>
            <unmanaged-short>Constant</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.IndirectArgumentDescription.ConstantBufferView">
            <summary>
            <dd> <dl> <dt><strong>RootParameterIndex</strong></dt> <dd> <p> Specifies the root index of the CBV. </p> </dd> </dl> </dd>
            </summary>
            <doc-id>dn986733</doc-id>
            <unmanaged>ConstantBufferView</unmanaged>
            <unmanaged-short>ConstantBufferView</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.IndirectArgumentDescription.ShaderResourceView">
            <summary>
            <dd> <dl> <dt><strong>RootParameterIndex</strong></dt> <dd> <p> Specifies the root index of the SRV. </p> </dd> </dl> </dd>
            </summary>
            <doc-id>dn986733</doc-id>
            <unmanaged>ShaderResourceView</unmanaged>
            <unmanaged-short>ShaderResourceView</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.IndirectArgumentDescription.UnorderedAccessView">
            <summary>
            <dd> <dl> <dt><strong>RootParameterIndex</strong></dt> <dd> <p> Specifies the root index of the UAV. </p> </dd> </dl> </dd>
            </summary>
            <doc-id>dn986733</doc-id>
            <unmanaged>UnorderedAccessView</unmanaged>
            <unmanaged-short>UnorderedAccessView</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.InfoQueueFilter">
            <summary>
            <p> Debug message filter; contains a lists of message types to allow or deny.</p>
            </summary>
            <remarks>
            <p> For use with an <strong><see cref = "T:SharpDX.Direct3D12.InfoQueue"/></strong> Interface.</p>
            </remarks>
            <doc-id>dn950142</doc-id>
            <unmanaged>D3D12_INFO_QUEUE_FILTER</unmanaged>
            <unmanaged-short>D3D12_INFO_QUEUE_FILTER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.InfoQueueFilter.AllowList">
            <summary>
            <dd> <p> Specifies types of messages that you want to allow. See <strong><see cref = "T:SharpDX.Direct3D12.InfoQueueFilterDescription"/></strong>. </p> </dd>
            </summary>
            <doc-id>dn950142</doc-id>
            <unmanaged>AllowList</unmanaged>
            <unmanaged-short>AllowList</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.InfoQueueFilter.DenyList">
            <summary>
            <dd> <p> Specifies types of messages that you want to deny. </p> </dd>
            </summary>
            <doc-id>dn950142</doc-id>
            <unmanaged>DenyList</unmanaged>
            <unmanaged-short>DenyList</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.PackedMipInformation">
            <summary>
            <p> Describes the tile structure of a tiled resource with mipmaps. </p>
            </summary>
            <remarks>
            <p> This structure is used by the <strong>GetResourceTiling</strong> method. </p>
            </remarks>
            <doc-id>dn986736</doc-id>
            <unmanaged>D3D12_PACKED_MIP_INFO</unmanaged>
            <unmanaged-short>D3D12_PACKED_MIP_INFO</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PackedMipInformation.StandardMipCount">
            <summary>
            <dd> <p> The number of standard mipmaps in the tiled resource. </p> </dd>
            </summary>
            <doc-id>dn986736</doc-id>
            <unmanaged>NumStandardMips</unmanaged>
            <unmanaged-short>NumStandardMips</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PackedMipInformation.PackedMipCount">
            <summary>
            <dd> <p> The number of packed mipmaps in the tiled resource. </p> <p> This number starts from the least detailed mipmap (either sharing tiles or using non standard tile layout). This number is 0 if no such packing is in the resource. For array surfaces, this value is the number of mipmaps that are packed for a given array slice where each array slice repeats the same packing. </p> <p> On Tier_2 tiled resources hardware, mipmaps that fill at least one standard shaped tile in all dimensions are not allowed to be included in the set of packed mipmaps. On Tier_1 hardware, mipmaps that are an integer multiple of one standard shaped tile in all dimensions are not allowed to be included in the set of packed mipmaps. Mipmaps with at least one dimension less than the standard tile shape may or may not be packed. When a given mipmap needs to be packed, all coarser mipmaps for a given array slice are considered packed as well. </p> </dd>
            </summary>
            <doc-id>dn986736</doc-id>
            <unmanaged>NumPackedMips</unmanaged>
            <unmanaged-short>NumPackedMips</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PackedMipInformation.TilesForPackedMipCount">
            <summary>
            <dd> <p> The number of tiles for the packed mipmaps in the tiled resource. </p> <p> If there is no packing, this value is meaningless and is set to 0. Otherwise, it is set to the number of tiles that are needed to represent the set of packed mipmaps. The pixel layout within the packed mipmaps is hardware specific. If apps define only partial mappings for the set of tiles in packed mipmaps, read and write behavior is vendor specific and undefined. For arrays, this value is only the count of packed mipmaps within the subresources for each array slice. </p> </dd>
            </summary>
            <doc-id>dn986736</doc-id>
            <unmanaged>NumTilesForPackedMips</unmanaged>
            <unmanaged-short>NumTilesForPackedMips</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PackedMipInformation.StartTileIndexInOverallResource">
            <summary>
            <dd> <p> The offset of the first packed tile for the resource in the overall range of tiles. If <strong>NumPackedMips</strong> is 0, this value is meaningless and is 0. Otherwise, it is the offset of the first packed tile for the resource in the overall range of tiles for the resource. A value of 0 for <strong>StartTileIndexInOverallResource</strong> means the entire resource is packed. For array surfaces, this is the offset for the tiles that contain the packed mipmaps for the first array slice. Packed mipmaps for each array slice in arrayed surfaces are at this offset past the beginning of the tiles for each array slice. </p> <strong>Note</strong>?? The number of overall tiles, packed or not, for a given array slice is simply the total number of tiles for the resource divided by the resource's array size,  so it is easy to locate the range of tiles for any given array slice, out of which <strong>StartTileIndexInOverallResource</strong> identifies which of those are packed.  ? </dd>
            </summary>
            <doc-id>dn986736</doc-id>
            <unmanaged>StartTileIndexInOverallResource</unmanaged>
            <unmanaged-short>StartTileIndexInOverallResource</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.PipelineStateStreamDescription">
            <summary>
            <p> Describes the layout of a root signature version 1.0. </p>
            </summary>
            <remarks>
            <p> This structure is used by the <strong>D3D12SerializeRootSignature</strong> function and is returned by the <strong>ID3D12RootSignatureDeserializer::GetRootSignatureDesc</strong> method. </p><p> There is one graphics root signature, and one compute root signature. </p>
            </remarks>
            <doc-id>dn986747</doc-id>
            <unmanaged>D3D12_PIPELINE_STATE_STREAM_DESC</unmanaged>
            <unmanaged-short>D3D12_PIPELINE_STATE_STREAM_DESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PipelineStateStreamDescription.SizeInBytes">
            <summary>
            <dd> <p> The number of slots in the root signature. This number is also the number of elements in the <em>pParameters</em> array. </p> </dd>
            </summary>
            <doc-id>dn986747</doc-id>
            <unmanaged>SizeInBytes</unmanaged>
            <unmanaged-short>SizeInBytes</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PipelineStateStreamDescription.PipelineStateSubobjectStreamPointer">
            <summary>
            <dd> <p> An array of <strong><see cref = "T:SharpDX.Direct3D12.RootParameter"/></strong> structures for the slots in the root signature. </p> </dd>
            </summary>
            <doc-id>dn986747</doc-id>
            <unmanaged>pPipelineStateSubobjectStream</unmanaged>
            <unmanaged-short>pPipelineStateSubobjectStream</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.PlacedSubResourceFootprint">
            <summary>
            <p> Describes the footprint of a placed subresource, including the offset and the <see cref = "T:SharpDX.Direct3D12.SubResourceFootprint"/>. </p>
            </summary>
            <remarks>
            <p> This structure is used in the <strong><see cref = "T:SharpDX.Direct3D12.TextureCopyLocation"/></strong> structure, and by <strong>ID3D12Device::GetCopyableFootprints</strong>. </p><p> All the data referenced by the footprint structure must fit within the bounds of the parent resource. If you use <strong>GetCopyableFootprints</strong> to fill out the structure, the <em>pTotalBytes</em> output field indicates the required size of the resource.</p><p> This structure is also used a number of helper functions (refer to Helper Structures and Functions for D3D12).</p><p> When copying textures, use this structure along with <strong><see cref = "T:SharpDX.Direct3D12.TextureCopyLocation"/></strong>. </p>
            </remarks>
            <doc-id>dn986738</doc-id>
            <unmanaged>D3D12_PLACED_SUBRESOURCE_FOOTPRINT</unmanaged>
            <unmanaged-short>D3D12_PLACED_SUBRESOURCE_FOOTPRINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PlacedSubResourceFootprint.Offset">
            <summary>
            <dd> <p> The offset of the subresource within the parent resource, in bytes. The offset between the start of the parent resource and this subresource. </p> </dd>
            </summary>
            <doc-id>dn986738</doc-id>
            <unmanaged>Offset</unmanaged>
            <unmanaged-short>Offset</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.PlacedSubResourceFootprint.Footprint">
            <summary>
            <dd> <p> The format, width, height, depth, and row-pitch of the subresource, as a <strong><see cref = "T:SharpDX.Direct3D12.SubResourceFootprint"/></strong> structure. </p> </dd>
            </summary>
            <doc-id>dn986738</doc-id>
            <unmanaged>Footprint</unmanaged>
            <unmanaged-short>Footprint</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.QueryDataPipelineStatistics">
            <summary>
            <p>Query information about graphics-pipeline activity in between calls to <strong>BeginQuery</strong> and <strong>EndQuery</strong>.</p>
            </summary>
            <remarks>
            <p>Use this structure with <strong><see cref = "T:SharpDX.Direct3D12.QueryHeapType"/></strong> and <strong>CreateQueryHeap</strong>.</p>
            </remarks>
            <doc-id>dn903808</doc-id>
            <unmanaged>D3D12_QUERY_DATA_PIPELINE_STATISTICS</unmanaged>
            <unmanaged-short>D3D12_QUERY_DATA_PIPELINE_STATISTICS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.QueryDataPipelineStatistics.IAVerticeCount">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn903808</doc-id>
            <unmanaged>IAVertices</unmanaged>
            <unmanaged-short>IAVertices</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.QueryDataPipelineStatistics.IAPrimitiveCount">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn903808</doc-id>
            <unmanaged>IAPrimitives</unmanaged>
            <unmanaged-short>IAPrimitives</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.QueryDataPipelineStatistics.VSInvocationCount">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn903808</doc-id>
            <unmanaged>VSInvocations</unmanaged>
            <unmanaged-short>VSInvocations</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.QueryDataPipelineStatistics.GSInvocationCount">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn903808</doc-id>
            <unmanaged>GSInvocations</unmanaged>
            <unmanaged-short>GSInvocations</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.QueryDataPipelineStatistics.GSPrimitiveCount">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn903808</doc-id>
            <unmanaged>GSPrimitives</unmanaged>
            <unmanaged-short>GSPrimitives</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.QueryDataPipelineStatistics.CInvocationCount">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn903808</doc-id>
            <unmanaged>CInvocations</unmanaged>
            <unmanaged-short>CInvocations</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.QueryDataPipelineStatistics.CPrimitiveCount">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn903808</doc-id>
            <unmanaged>CPrimitives</unmanaged>
            <unmanaged-short>CPrimitives</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.QueryDataPipelineStatistics.PSInvocationCount">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn903808</doc-id>
            <unmanaged>PSInvocations</unmanaged>
            <unmanaged-short>PSInvocations</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.QueryDataPipelineStatistics.HSInvocationCount">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn903808</doc-id>
            <unmanaged>HSInvocations</unmanaged>
            <unmanaged-short>HSInvocations</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.QueryDataPipelineStatistics.DSInvocationCount">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn903808</doc-id>
            <unmanaged>DSInvocations</unmanaged>
            <unmanaged-short>DSInvocations</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.QueryDataPipelineStatistics.CSInvocationCount">
            <summary>
            No documentation.
            </summary>
            <doc-id>dn903808</doc-id>
            <unmanaged>CSInvocations</unmanaged>
            <unmanaged-short>CSInvocations</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.QueryHeapDescription">
            <summary>
            <p> Describes the purpose of a query heap.  A query heap contains an array of individual queries. </p>
            </summary>
            <remarks>
            <p> Use this structure with <strong>CreateQueryHeap</strong>. </p>
            </remarks>
            <doc-id>dn903810</doc-id>
            <unmanaged>D3D12_QUERY_HEAP_DESC</unmanaged>
            <unmanaged-short>D3D12_QUERY_HEAP_DESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.QueryHeapDescription.Type">
            <summary>
            <dd> <p> Specifies one member of <strong><see cref = "T:SharpDX.Direct3D12.QueryHeapType"/></strong>. </p> </dd>
            </summary>
            <doc-id>dn903810</doc-id>
            <unmanaged>Type</unmanaged>
            <unmanaged-short>Type</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.QueryHeapDescription.Count">
            <summary>
            <dd> <p> Specifies the number of queries the heap should contain. </p> </dd>
            </summary>
            <doc-id>dn903810</doc-id>
            <unmanaged>Count</unmanaged>
            <unmanaged-short>Count</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.QueryHeapDescription.NodeMask">
            <summary>
            <dd> <p> For single GPU operation, set this to zero. If there are multiple GPU nodes, set a bit to identify the node (the  device's physical adapter) to which the query heap applies. Each bit in the mask corresponds to a single node. Only 1 bit must be set. Refer to Multi-Adapter.</p> </dd>
            </summary>
            <doc-id>dn903810</doc-id>
            <unmanaged>NodeMask</unmanaged>
            <unmanaged-short>NodeMask</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.Range">
            <summary>
            <p>Describes a memory range.</p>
            </summary>
            <remarks>
            <p><strong>End</strong> is one-past-the-end. When <strong>Begin</strong> equals <strong>End</strong>, the range is empty. The size of the range is (<strong>End</strong> - <strong>Begin</strong>). </p><p> This structure is used by the <strong>Map</strong> and <strong>Unmap</strong> methods. </p>
            </remarks>
            <doc-id>dn770386</doc-id>
            <unmanaged>D3D12_RANGE</unmanaged>
            <unmanaged-short>D3D12_RANGE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Range.Begin">
            <summary>
            <dd> <p> The offset, in bytes, denoting the beginning of a memory range. </p> </dd>
            </summary>
            <doc-id>dn770386</doc-id>
            <unmanaged>Begin</unmanaged>
            <unmanaged-short>Begin</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Range.End">
            <summary>
            <dd> <p> The offset, in bytes, denoting the end of a memory range. <strong>End</strong> is one-past-the-end. </p> </dd>
            </summary>
            <doc-id>dn770386</doc-id>
            <unmanaged>End</unmanaged>
            <unmanaged-short>End</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.RangeUInt64">
            <summary>
            <p> Describes the layout of a root signature version 1.0. </p>
            </summary>
            <remarks>
            <p> This structure is used by the <strong>D3D12SerializeRootSignature</strong> function and is returned by the <strong>ID3D12RootSignatureDeserializer::GetRootSignatureDesc</strong> method. </p><p> There is one graphics root signature, and one compute root signature. </p>
            </remarks>
            <doc-id>dn986747</doc-id>
            <unmanaged>D3D12_RANGE_UINT64</unmanaged>
            <unmanaged-short>D3D12_RANGE_UINT64</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RangeUInt64.Begin">
            <summary>
            <dd> <p> The number of slots in the root signature. This number is also the number of elements in the <em>pParameters</em> array. </p> </dd>
            </summary>
            <doc-id>dn986747</doc-id>
            <unmanaged>Begin</unmanaged>
            <unmanaged-short>Begin</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RangeUInt64.End">
            <summary>
            <dd> <p> An array of <strong><see cref = "T:SharpDX.Direct3D12.RootParameter"/></strong> structures for the slots in the root signature. </p> </dd>
            </summary>
            <doc-id>dn986747</doc-id>
            <unmanaged>End</unmanaged>
            <unmanaged-short>End</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.RenderTargetBlendDescription">
            <summary>
            <p>Describes the blend state for a render target.</p>
            </summary>
            <remarks>
            <p>You specify an array of <strong><see cref = "T:SharpDX.Direct3D12.RenderTargetBlendDescription"/></strong> structures in the <strong>RenderTarget</strong> member of the <strong><see cref = "T:SharpDX.Direct3D12.BlendStateDescription"/></strong> structure to describe the blend states for render targets; you can bind up to eight render targets to the output-merger stage at one time.</p><p>For info about how blending is done, see the output-merger stage.</p><p>Here are the default values for blend state.</p><table> <tr><th>State</th><th>Default Value</th></tr> <tr><td>BlendEnable</td><td><see cref = "F:SharpDX.Result.False"/></td></tr> <tr><td>LogicOpEnable</td><td><see cref = "F:SharpDX.Result.False"/></td></tr> <tr><td>SrcBlend</td><td>D3D12_BLEND_ONE</td></tr> <tr><td>DestBlend</td><td>D3D12_BLEND_ZERO</td></tr> <tr><td>BlendOp</td><td>D3D12_BLEND_OP_ADD</td></tr> <tr><td>SrcBlendAlpha</td><td>D3D12_BLEND_ONE</td></tr> <tr><td>DestBlendAlpha</td><td>D3D12_BLEND_ZERO</td></tr> <tr><td>BlendOpAlpha</td><td>D3D12_BLEND_OP_ADD</td></tr> <tr><td>LogicOp</td><td>D3D12_LOGIC_OP_NOOP</td></tr> <tr><td>RenderTargetWriteMask</td><td>D3D12_COLOR_WRITE_ENABLE_ALL</td></tr> </table><p>?</p>
            </remarks>
            <doc-id>dn770388</doc-id>
            <unmanaged>D3D12_RENDER_TARGET_BLEND_DESC</unmanaged>
            <unmanaged-short>D3D12_RENDER_TARGET_BLEND_DESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetBlendDescription.IsBlendEnabled">
            <summary>
            <dd> <p>Specifies whether to enable (or disable) blending. Set to <strong>TRUE</strong> to enable blending.</p> </dd>
            </summary>
            <doc-id>dn770388</doc-id>
            <unmanaged>BlendEnable</unmanaged>
            <unmanaged-short>BlendEnable</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetBlendDescription.LogicOpEnable">
            <summary>
            <dd> <p>Specifies whether to enable (or disable) a logical operation. Set to <strong>TRUE</strong> to enable a logical operation.</p> </dd>
            </summary>
            <doc-id>dn770388</doc-id>
            <unmanaged>LogicOpEnable</unmanaged>
            <unmanaged-short>LogicOpEnable</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetBlendDescription.SourceBlend">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D12.BlendOption"/></strong>-typed value that specifies the operation to perform on the RGB value that the pixel shader outputs. The <strong>BlendOp</strong> member defines how to combine the <strong>SrcBlend</strong> and <strong>DestBlend</strong> operations.</p> </dd>
            </summary>
            <doc-id>dn770388</doc-id>
            <unmanaged>SrcBlend</unmanaged>
            <unmanaged-short>SrcBlend</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetBlendDescription.DestinationBlend">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D12.BlendOption"/></strong>-typed value that specifies the operation to perform on the current RGB value in the render target. The <strong>BlendOp</strong> member defines how to combine the <strong>SrcBlend</strong> and <strong>DestBlend</strong> operations.</p> </dd>
            </summary>
            <doc-id>dn770388</doc-id>
            <unmanaged>DestBlend</unmanaged>
            <unmanaged-short>DestBlend</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetBlendDescription.BlendOperation">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D12.BlendOperation"/></strong>-typed value that defines how to combine the <strong>SrcBlend</strong> and <strong>DestBlend</strong> operations.</p> </dd>
            </summary>
            <doc-id>dn770388</doc-id>
            <unmanaged>BlendOp</unmanaged>
            <unmanaged-short>BlendOp</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetBlendDescription.SourceAlphaBlend">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D12.BlendOption"/></strong>-typed value that specifies the operation to perform on the alpha value that the pixel shader outputs. Blend options that end in _COLOR are not allowed. The <strong>BlendOpAlpha</strong> member defines how to combine the <strong>SrcBlendAlpha</strong> and <strong>DestBlendAlpha</strong> operations.</p> </dd>
            </summary>
            <doc-id>dn770388</doc-id>
            <unmanaged>SrcBlendAlpha</unmanaged>
            <unmanaged-short>SrcBlendAlpha</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetBlendDescription.DestinationAlphaBlend">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D12.BlendOption"/></strong>-typed value that specifies the operation to perform on the current alpha value in the render target. Blend options that end in _COLOR are not allowed. The <strong>BlendOpAlpha</strong> member defines how to combine the <strong>SrcBlendAlpha</strong> and <strong>DestBlendAlpha</strong> operations.</p> </dd>
            </summary>
            <doc-id>dn770388</doc-id>
            <unmanaged>DestBlendAlpha</unmanaged>
            <unmanaged-short>DestBlendAlpha</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetBlendDescription.AlphaBlendOperation">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D12.BlendOperation"/></strong>-typed value that defines how to combine the <strong>SrcBlendAlpha</strong> and <strong>DestBlendAlpha</strong> operations.</p> </dd>
            </summary>
            <doc-id>dn770388</doc-id>
            <unmanaged>BlendOpAlpha</unmanaged>
            <unmanaged-short>BlendOpAlpha</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetBlendDescription.LogicOp">
            <summary>
            <dd> <p>A  <strong><see cref = "T:SharpDX.Direct3D12.LogicOperation"/></strong>-typed value that specifies the logical operation to configure for the render target.</p> </dd>
            </summary>
            <doc-id>dn770388</doc-id>
            <unmanaged>LogicOp</unmanaged>
            <unmanaged-short>LogicOp</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetBlendDescription.RenderTargetWriteMask">
            <summary>
            <dd> <p>A combination of <strong><see cref = "T:SharpDX.Direct3D12.ColorWriteMaskFlags"/></strong>-typed values that are combined by using a bitwise OR operation. The resulting value specifies a write mask.</p> </dd>
            </summary>
            <doc-id>dn770388</doc-id>
            <unmanaged>RenderTargetWriteMask</unmanaged>
            <unmanaged-short>RenderTargetWriteMask</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.RenderTargetViewDescription">
            <summary>
            <p>Describes the subresources from a resource that are accessible by using a render-target view.</p>
            </summary>
            <remarks>
            <p>Pass a render-target-view description into <strong>ID3D12Device::CreateRenderTargetView</strong> to create a render-target view.</p><p>A render-target view can't use the following formats:</p><ul> <li>Any typeless format.</li> <li>DXGI_FORMAT_R32G32B32 if the view will be used to bind a buffer (vertex, index, constant, or stream-output).</li> </ul><p>If the format is set to DXGI_FORMAT_UNKNOWN, then the format of the resource that the view binds to the pipeline will be used.</p>
            </remarks>
            <doc-id>dn770389</doc-id>
            <unmanaged>D3D12_RENDER_TARGET_VIEW_DESC</unmanaged>
            <unmanaged-short>D3D12_RENDER_TARGET_VIEW_DESC</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.RenderTargetViewDescription.BufferResource">
            <summary>
            <p>Describes the elements in a buffer resource to use in a render-target view.</p>
            </summary>
            <remarks>
            <p>Use this structure with a <strong><see cref = "T:SharpDX.Direct3D12.RenderTargetViewDescription"/></strong> structure to view the resource as a buffer.</p>
            </remarks>
            <doc-id>dn770342</doc-id>
            <unmanaged>D3D12_BUFFER_RTV</unmanaged>
            <unmanaged-short>D3D12_BUFFER_RTV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDescription.BufferResource.FirstElement">
            <summary>
            <dd> <p>Number of bytes between the beginning of the buffer and the first element to access.</p> </dd>
            </summary>
            <doc-id>dn770342</doc-id>
            <unmanaged>FirstElement</unmanaged>
            <unmanaged-short>FirstElement</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDescription.BufferResource.ElementCount">
            <summary>
            <dd> <p>The total number of elements in the view.</p> </dd>
            </summary>
            <doc-id>dn770342</doc-id>
            <unmanaged>NumElements</unmanaged>
            <unmanaged-short>NumElements</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.RenderTargetViewDescription.Texture1DResource">
            <summary>
            <p>Describes the subresource from a 1D texture to use in a render-target view.</p>
            </summary>
            <remarks>
            <p>Use this structure with a <strong><see cref = "T:SharpDX.Direct3D12.RenderTargetViewDescription"/></strong> structure to view the resource as a 1D texture.</p>
            </remarks>
            <doc-id>dn770419</doc-id>
            <unmanaged>D3D12_TEX1D_RTV</unmanaged>
            <unmanaged-short>D3D12_TEX1D_RTV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDescription.Texture1DResource.MipSlice">
            <summary>
            <dd> <p>The index of the mipmap level to use mip slice.</p> </dd>
            </summary>
            <doc-id>dn770419</doc-id>
            <unmanaged>MipSlice</unmanaged>
            <unmanaged-short>MipSlice</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.RenderTargetViewDescription.Texture1DArrayResource">
            <summary>
            <p>Describes the subresources from an array of 1D textures to use in a render-target view.</p>
            </summary>
            <remarks>
            <p>Use this structure with a <strong><see cref = "T:SharpDX.Direct3D12.RenderTargetViewDescription"/></strong> structure to view the resource as an array of 1D textures.</p>
            </remarks>
            <doc-id>dn770415</doc-id>
            <unmanaged>D3D12_TEX1D_ARRAY_RTV</unmanaged>
            <unmanaged-short>D3D12_TEX1D_ARRAY_RTV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDescription.Texture1DArrayResource.MipSlice">
            <summary>
            <dd> <p>The index of the mipmap level to use mip slice.</p> </dd>
            </summary>
            <doc-id>dn770415</doc-id>
            <unmanaged>MipSlice</unmanaged>
            <unmanaged-short>MipSlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDescription.Texture1DArrayResource.FirstArraySlice">
            <summary>
            <dd> <p>The index of the first texture to use in an array of textures.</p> </dd>
            </summary>
            <doc-id>dn770415</doc-id>
            <unmanaged>FirstArraySlice</unmanaged>
            <unmanaged-short>FirstArraySlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDescription.Texture1DArrayResource.ArraySize">
            <summary>
            <dd> <p>Number of textures to use.</p> </dd>
            </summary>
            <doc-id>dn770415</doc-id>
            <unmanaged>ArraySize</unmanaged>
            <unmanaged-short>ArraySize</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.RenderTargetViewDescription.Texture2DResource">
            <summary>
            <p>Describes the subresource from a 2D texture to use in a render-target view.</p>
            </summary>
            <remarks>
            <p> Use this structure with a <strong><see cref = "T:SharpDX.Direct3D12.RenderTargetViewDescription"/></strong> structure to view the resource as a 2D texture. </p>
            </remarks>
            <doc-id>dn770433</doc-id>
            <unmanaged>D3D12_TEX2D_RTV</unmanaged>
            <unmanaged-short>D3D12_TEX2D_RTV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDescription.Texture2DResource.MipSlice">
            <summary>
            <dd> <p>The index of the mipmap level to use.</p> </dd>
            </summary>
            <doc-id>dn770433</doc-id>
            <unmanaged>MipSlice</unmanaged>
            <unmanaged-short>MipSlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDescription.Texture2DResource.PlaneSlice">
            <summary>
            <dd> <p> The index (plane slice number) of the plane to use in the texture. </p> </dd>
            </summary>
            <doc-id>dn770433</doc-id>
            <unmanaged>PlaneSlice</unmanaged>
            <unmanaged-short>PlaneSlice</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.RenderTargetViewDescription.Texture2DMultisampledResource">
            <summary>
            <p>Describes the subresource from a multi sampled 2D texture to use in a render-target view.</p>
            </summary>
            <remarks>
            <p>This structure is a member of the <strong><see cref = "T:SharpDX.Direct3D12.RenderTargetViewDescription"/></strong> structure.</p><p>Because a multi sampled 2D texture contains a single subresource, there is actually nothing to specify in <strong><see cref = "!:SharpDX.Direct3D12.Texture2DMultisampledResource"/></strong>. Consequently, <strong>UnusedField_NothingToDefine</strong> is included so that this structure will compile in C. </p>
            </remarks>
            <doc-id>dn770426</doc-id>
            <unmanaged>D3D12_TEX2DMS_RTV</unmanaged>
            <unmanaged-short>D3D12_TEX2DMS_RTV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDescription.Texture2DMultisampledResource.UnusedFieldNothingToDefine">
            <summary>
            <dd> <p>Integer of any value. See remarks.</p> </dd>
            </summary>
            <doc-id>dn770426</doc-id>
            <unmanaged>UnusedField_NothingToDefine</unmanaged>
            <unmanaged-short>UnusedField_NothingToDefine</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.RenderTargetViewDescription.Texture2DArrayResource">
            <summary>
            <p>Describes the subresources from an array of 2D textures to use in a render-target view.</p>
            </summary>
            <remarks>
            <p> Use this structure with a <strong><see cref = "T:SharpDX.Direct3D12.RenderTargetViewDescription"/></strong> structure to view the resource as an array of 2D textures. </p>
            </remarks>
            <doc-id>dn770429</doc-id>
            <unmanaged>D3D12_TEX2D_ARRAY_RTV</unmanaged>
            <unmanaged-short>D3D12_TEX2D_ARRAY_RTV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDescription.Texture2DArrayResource.MipSlice">
            <summary>
            <dd> <p>The index of the mipmap level to use mip slice.</p> </dd>
            </summary>
            <doc-id>dn770429</doc-id>
            <unmanaged>MipSlice</unmanaged>
            <unmanaged-short>MipSlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDescription.Texture2DArrayResource.FirstArraySlice">
            <summary>
            <dd> <p>The index of the first texture to use in an array of textures.</p> </dd>
            </summary>
            <doc-id>dn770429</doc-id>
            <unmanaged>FirstArraySlice</unmanaged>
            <unmanaged-short>FirstArraySlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDescription.Texture2DArrayResource.ArraySize">
            <summary>
            <dd> <p> Number of textures in the array to use in the render target view, starting from <strong>FirstArraySlice</strong>. </p> </dd>
            </summary>
            <doc-id>dn770429</doc-id>
            <unmanaged>ArraySize</unmanaged>
            <unmanaged-short>ArraySize</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDescription.Texture2DArrayResource.PlaneSlice">
            <summary>
            <dd> <p> The index (plane slice number) of the plane to use in an array of textures. </p> </dd>
            </summary>
            <doc-id>dn770429</doc-id>
            <unmanaged>PlaneSlice</unmanaged>
            <unmanaged-short>PlaneSlice</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.RenderTargetViewDescription.Texture2DMultisampledArrayResource">
            <summary>
            <p> Describes the subresources from an array of multi sampled 2D textures to use in a render-target view. </p>
            </summary>
            <remarks>
            <p> Use this structure with a <strong><see cref = "T:SharpDX.Direct3D12.RenderTargetViewDescription"/></strong> structure to view the resource as an array of multi sampled 2D textures. </p>
            </remarks>
            <doc-id>dn770423</doc-id>
            <unmanaged>D3D12_TEX2DMS_ARRAY_RTV</unmanaged>
            <unmanaged-short>D3D12_TEX2DMS_ARRAY_RTV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDescription.Texture2DMultisampledArrayResource.FirstArraySlice">
            <summary>
            <dd> <p> The index of the first texture to use in an array of textures. </p> </dd>
            </summary>
            <doc-id>dn770423</doc-id>
            <unmanaged>FirstArraySlice</unmanaged>
            <unmanaged-short>FirstArraySlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDescription.Texture2DMultisampledArrayResource.ArraySize">
            <summary>
            <dd> <p> The number of textures to use. </p> </dd>
            </summary>
            <doc-id>dn770423</doc-id>
            <unmanaged>ArraySize</unmanaged>
            <unmanaged-short>ArraySize</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.RenderTargetViewDescription.Texture3DResource">
            <summary>
            <p>Describes the subresources from a 3D texture to use in a render-target view.</p>
            </summary>
            <remarks>
            <p>Use this structure with a <strong><see cref = "T:SharpDX.Direct3D12.RenderTargetViewDescription"/></strong> structure to view the resource as a 3D texture.</p>
            </remarks>
            <doc-id>dn770436</doc-id>
            <unmanaged>D3D12_TEX3D_RTV</unmanaged>
            <unmanaged-short>D3D12_TEX3D_RTV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDescription.Texture3DResource.MipSlice">
            <summary>
            <dd> <p>The index of the mipmap level to use mip slice.</p> </dd>
            </summary>
            <doc-id>dn770436</doc-id>
            <unmanaged>MipSlice</unmanaged>
            <unmanaged-short>MipSlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDescription.Texture3DResource.FirstDepthSlice">
            <summary>
            <dd> <p>First depth level to use.</p> </dd>
            </summary>
            <doc-id>dn770436</doc-id>
            <unmanaged>FirstWSlice</unmanaged>
            <unmanaged-short>FirstWSlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDescription.Texture3DResource.DepthSliceCount">
            <summary>
            <dd> <p>Number of depth levels to use in the render-target view, starting from <strong>FirstWSlice</strong>. A value of -1 indicates all of the slices along the w axis, starting from <strong>FirstWSlice</strong>.</p> </dd>
            </summary>
            <doc-id>dn770436</doc-id>
            <unmanaged>WSize</unmanaged>
            <unmanaged-short>WSize</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDescription.Format">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.DXGI.Format"/></strong>-typed value that specifies the viewing format.</p> </dd>
            </summary>
            <doc-id>dn770389</doc-id>
            <unmanaged>Format</unmanaged>
            <unmanaged-short>Format</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDescription.Dimension">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D12.RenderTargetViewDimension"/></strong>-typed value that specifies how the render-target resource will be accessed. This type specifies how the resource will be accessed. This member also determines which _RTV to use in the following union.</p> </dd>
            </summary>
            <doc-id>dn770389</doc-id>
            <unmanaged>ViewDimension</unmanaged>
            <unmanaged-short>ViewDimension</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDescription.Buffer">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D12.BufferResource"/></strong> structure that specifies which buffer elements can be accessed.</p> </dd>
            </summary>
            <doc-id>dn770389</doc-id>
            <unmanaged>Buffer</unmanaged>
            <unmanaged-short>Buffer</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDescription.Texture1D">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D12.Texture1DResource"/></strong> structure that specifies the subresources in a 1D texture that can be accessed.</p> </dd>
            </summary>
            <doc-id>dn770389</doc-id>
            <unmanaged>Texture1D</unmanaged>
            <unmanaged-short>Texture1D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDescription.Texture1DArray">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D12.Texture1DArrayResource"/></strong> structure that specifies the subresources in a 1D texture array that can be accessed.</p> </dd>
            </summary>
            <doc-id>dn770389</doc-id>
            <unmanaged>Texture1DArray</unmanaged>
            <unmanaged-short>Texture1DArray</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDescription.Texture2D">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D12.Texture2DResource"/></strong> structure that specifies the subresources in a 2D texture that can be accessed.</p> </dd>
            </summary>
            <doc-id>dn770389</doc-id>
            <unmanaged>Texture2D</unmanaged>
            <unmanaged-short>Texture2D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDescription.Texture2DArray">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D12.Texture2DArrayResource"/></strong> structure that specifies the subresources in a 2D texture array that can be accessed.</p> </dd>
            </summary>
            <doc-id>dn770389</doc-id>
            <unmanaged>Texture2DArray</unmanaged>
            <unmanaged-short>Texture2DArray</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDescription.Texture2DMS">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D12.Texture2DMultisampledResource"/></strong> structure that specifies a single subresource because a multisampled 2D texture only contains one subresource.</p> </dd>
            </summary>
            <doc-id>dn770389</doc-id>
            <unmanaged>Texture2DMS</unmanaged>
            <unmanaged-short>Texture2DMS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDescription.Texture2DMSArray">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D12.Texture2DMultisampledArrayResource"/></strong> structure that specifies the subresources in a multisampled 2D texture array that can be accessed.</p> </dd>
            </summary>
            <doc-id>dn770389</doc-id>
            <unmanaged>Texture2DMSArray</unmanaged>
            <unmanaged-short>Texture2DMSArray</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RenderTargetViewDescription.Texture3D">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D12.Texture3DResource"/></strong> structure that specifies subresources in a 3D texture that can be accessed.</p> </dd>
            </summary>
            <doc-id>dn770389</doc-id>
            <unmanaged>Texture3D</unmanaged>
            <unmanaged-short>Texture3D</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ResourceAllocationInformation">
            <summary>
            <p>Describes parameters needed to allocate resources.</p>
            </summary>
            <remarks>
            <p> This structure is used by the <strong>GetResourceAllocationInfo</strong> method. </p>
            </remarks>
            <doc-id>dn770391</doc-id>
            <unmanaged>D3D12_RESOURCE_ALLOCATION_INFO</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_ALLOCATION_INFO</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceAllocationInformation.SizeInBytes">
            <summary>
            <dd> <p>The size, in bytes, of the resource.</p> </dd>
            </summary>
            <doc-id>dn770391</doc-id>
            <unmanaged>SizeInBytes</unmanaged>
            <unmanaged-short>SizeInBytes</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceAllocationInformation.Alignment">
            <summary>
            <dd> <p>The alignment value for the resource; one of 4KB (4096), 64KB (65536) and 4MB (4194304) alignment.</p> </dd>
            </summary>
            <doc-id>dn770391</doc-id>
            <unmanaged>Alignment</unmanaged>
            <unmanaged-short>Alignment</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ResourceRegion">
            <summary>
            <p>Describes a 3D box.</p>
            </summary>
            <remarks>
            <p> This structure is used by the methods <strong>WriteToSubresource</strong>, <strong>ReadFromSubresource</strong> and <strong>CopyTextureRegion</strong>. </p>
            </remarks>
            <doc-id>dn770341</doc-id>
            <unmanaged>D3D12_BOX</unmanaged>
            <unmanaged-short>D3D12_BOX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceRegion.Left">
            <summary>
            <dd> <p>The x position of the left hand side of the box.</p> </dd>
            </summary>
            <doc-id>dn770341</doc-id>
            <unmanaged>left</unmanaged>
            <unmanaged-short>left</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceRegion.Top">
            <summary>
            <dd> <p>The y position of the top of the box.</p> </dd>
            </summary>
            <doc-id>dn770341</doc-id>
            <unmanaged>top</unmanaged>
            <unmanaged-short>top</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceRegion.Front">
            <summary>
            <dd> <p>The z position of the front of the box.</p> </dd>
            </summary>
            <doc-id>dn770341</doc-id>
            <unmanaged>front</unmanaged>
            <unmanaged-short>front</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceRegion.Right">
            <summary>
            <dd> <p>The x position of the right hand side of the box, plus 1. This means that <code>right - left</code> equals the width of the box.</p> </dd>
            </summary>
            <doc-id>dn770341</doc-id>
            <unmanaged>right</unmanaged>
            <unmanaged-short>right</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceRegion.Bottom">
            <summary>
            <dd> <p>The y position of the bottom of the box, plus 1. This means that <code>top - bottom</code> equals the height of the box.</p> </dd>
            </summary>
            <doc-id>dn770341</doc-id>
            <unmanaged>bottom</unmanaged>
            <unmanaged-short>bottom</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceRegion.Back">
            <summary>
            <dd> <p>The z position of the back of the box, plus 1. This means that <code>front - back</code> equals the depth of the box.</p> </dd>
            </summary>
            <doc-id>dn770341</doc-id>
            <unmanaged>back</unmanaged>
            <unmanaged-short>back</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ResourceUnorderedAccessViewBarrier">
            <summary>
            <p> Represents a resource in which all UAV accesses must complete before any future UAV accesses can begin. </p>
            </summary>
            <remarks>
            <p> This struct represents a resource in which all unordered access view (UAV) accesses (reads or writes) must complete before any future UAV accesses (read or write) can begin. </p><p> This structure is a member of the <strong><see cref = "T:SharpDX.Direct3D12.ResourceBarrier"/></strong> structure. </p><p> You don't need to insert a UAV barrier between 2 draw or dispatch calls that only read a UAV. Additionally, you don't need to insert a UAV barrier between 2 draw or dispatch calls that write to the same UAV if you know that it's safe to execute the UAV accesses in any order. The resource can be <strong><c>null</c></strong>, which indicates that any UAV access could require the barrier. </p>
            </remarks>
            <doc-id>dn986746</doc-id>
            <unmanaged>D3D12_RESOURCE_UAV_BARRIER</unmanaged>
            <unmanaged-short>D3D12_RESOURCE_UAV_BARRIER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ResourceUnorderedAccessViewBarrier.ResourcePointer">
            <summary>
            <dd> <p> The resource used in the transition, as a reference to <strong><see cref = "T:SharpDX.Direct3D12.Resource"/></strong>. </p> </dd>
            </summary>
            <doc-id>dn986746</doc-id>
            <unmanaged>pResource</unmanaged>
            <unmanaged-short>pResource</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.RootDescriptor1">
            <summary>
            <p> Describes descriptors inline in the root signature version 1.1 that appear in shaders. </p>
            </summary>
            <remarks>
            <p><strong><see cref = "T:SharpDX.Direct3D12.RootDescriptor1"/></strong> is the data type of the <strong>Descriptor</strong> member of <strong><see cref = "T:SharpDX.Direct3D12.RootParameter1"/></strong>. Use a <strong><see cref = "T:SharpDX.Direct3D12.RootDescriptor1"/></strong> when you set <strong><see cref = "T:SharpDX.Direct3D12.RootParameter1"/></strong>'s <strong>SlotType</strong> field to the D3D12_ROOT_PARAMETER_TYPE_CBV, D3D12_ROOT_PARAMETER_TYPE_SRV, or D3D12_ROOT_PARAMETER_TYPE_UAV members of <strong><see cref = "T:SharpDX.Direct3D12.RootParameterType"/></strong>. </p><p>Refer to the helper structure <strong>CD3DX12_ROOT_DESCRIPTOR1</strong>.</p>
            </remarks>
            <doc-id>mt709120</doc-id>
            <unmanaged>D3D12_ROOT_DESCRIPTOR1</unmanaged>
            <unmanaged-short>D3D12_ROOT_DESCRIPTOR1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RootDescriptor1.ShaderRegister">
            <summary>
            <dd> <p>The shader register.</p> </dd>
            </summary>
            <doc-id>mt709120</doc-id>
            <unmanaged>ShaderRegister</unmanaged>
            <unmanaged-short>ShaderRegister</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RootDescriptor1.RegisterSpace">
            <summary>
            <dd> <p>The register space.</p> </dd>
            </summary>
            <doc-id>mt709120</doc-id>
            <unmanaged>RegisterSpace</unmanaged>
            <unmanaged-short>RegisterSpace</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RootDescriptor1.Flags">
            <summary>
            <dd> <p>Specifies the <strong><see cref = "T:SharpDX.Direct3D12.RootDescriptorFlags"/></strong> that determine the volatility of descriptors and the data they reference.</p> </dd>
            </summary>
            <doc-id>mt709120</doc-id>
            <unmanaged>Flags</unmanaged>
            <unmanaged-short>Flags</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.RootDescriptorTable">
            <summary>
            <p> Describes the root signature 1.0 layout of a descriptor table as a collection of descriptor ranges that appear one after the other in a descriptor heap. </p>
            </summary>
            <remarks>
            <p> Samplers are not allowed in the same descriptor table as constant-buffer views (CBVs), unordered-access views (UAVs), and shader-resource views (SRVs). </p><p><strong><see cref = "T:SharpDX.Direct3D12.RootDescriptorTable"/></strong> is the data type of the <strong>DescriptorTable</strong> member of <strong><see cref = "T:SharpDX.Direct3D12.RootParameter"/></strong>. Use a <strong><see cref = "T:SharpDX.Direct3D12.RootDescriptorTable"/></strong> when you set <strong><see cref = "T:SharpDX.Direct3D12.RootParameter"/></strong>'s <strong>SlotType</strong> member to <strong>D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE</strong>. </p>
            </remarks>
            <doc-id>dn859382</doc-id>
            <unmanaged>D3D12_ROOT_DESCRIPTOR_TABLE</unmanaged>
            <unmanaged-short>D3D12_ROOT_DESCRIPTOR_TABLE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RootDescriptorTable.DescriptorRangeCount">
            <summary>
            <dd> <p> The number of descriptor ranges in the table layout. </p> </dd>
            </summary>
            <doc-id>dn859382</doc-id>
            <unmanaged>NumDescriptorRanges</unmanaged>
            <unmanaged-short>NumDescriptorRanges</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RootDescriptorTable.DescriptorRangesPointer">
            <summary>
            <dd> <p> An array of <strong><see cref = "T:SharpDX.Direct3D12.DescriptorRange"/></strong> structures that describe the descriptor ranges. </p> </dd>
            </summary>
            <doc-id>dn859382</doc-id>
            <unmanaged>pDescriptorRanges</unmanaged>
            <unmanaged-short>pDescriptorRanges</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.RootDescriptorTable1">
            <summary>
            <p> Describes the root signature 1.1 layout of a descriptor table as a collection of descriptor ranges that appear one after the other in a descriptor heap. </p>
            </summary>
            <remarks>
            <p> Samplers are not allowed in the same descriptor table as constant-buffer views (CBVs), unordered-access views (UAVs), and shader-resource views (SRVs). </p><p><strong><see cref = "T:SharpDX.Direct3D12.RootDescriptorTable1"/></strong> is the data type of the <strong>DescriptorTable</strong> member of <strong><see cref = "T:SharpDX.Direct3D12.RootParameter1"/></strong>. Use a <strong><see cref = "T:SharpDX.Direct3D12.RootDescriptorTable1"/></strong> when you set <strong><see cref = "T:SharpDX.Direct3D12.RootParameter1"/></strong>'s <strong>SlotType</strong> member to <strong>D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE</strong>. </p><p>Refer to the helper structure <strong>CD3DX12_ROOT_DESCRIPTOR_TABLE1</strong>.</p>
            </remarks>
            <doc-id>mt709122</doc-id>
            <unmanaged>D3D12_ROOT_DESCRIPTOR_TABLE1</unmanaged>
            <unmanaged-short>D3D12_ROOT_DESCRIPTOR_TABLE1</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RootDescriptorTable1.DescriptorRangeCount">
            <summary>
            <dd> <p> The number of descriptor ranges in the table layout. </p> </dd>
            </summary>
            <doc-id>mt709122</doc-id>
            <unmanaged>NumDescriptorRanges</unmanaged>
            <unmanaged-short>NumDescriptorRanges</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RootDescriptorTable1.DescriptorRangesPointer">
            <summary>
            <dd> <p> An array of <strong><see cref = "T:SharpDX.Direct3D12.DescriptorRange1"/></strong> structures that describe the descriptor ranges. </p> </dd>
            </summary>
            <doc-id>mt709122</doc-id>
            <unmanaged>pDescriptorRanges</unmanaged>
            <unmanaged-short>pDescriptorRanges</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.RtFormatArray">
            <summary>
            <p>Describes the slot of a root signature version 1.0.</p>
            </summary>
            <remarks>
            <p> A <strong><see cref = "T:SharpDX.Direct3D12.RootSignatureDescription"/></strong> can contain descriptor tables and inline constants. More capable hardware could support inline descriptors in the root signature as well. The number of bind slots in the root signature are most efficient if kept below a certain size, and can have an upper bound as well. </p>
            </remarks>
            <doc-id>dn879477</doc-id>
            <unmanaged>D3D12_RT_FORMAT_ARRAY</unmanaged>
            <unmanaged-short>D3D12_RT_FORMAT_ARRAY</unmanaged-short>
        </member>
        <member name="P:SharpDX.Direct3D12.RtFormatArray.RTFormats">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.Direct3D12.RootParameterType"/></strong>-typed value that  specifies the type of root signature slot. This member determines which type to use in the union below. </p> </dd>
            </summary>
            <doc-id>dn879477</doc-id>
            <unmanaged>RTFormats</unmanaged>
            <unmanaged-short>RTFormats</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.RtFormatArray.RenderTargetCount">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.Direct3D12.RootDescriptorTable"/></strong> structure that describes the layout of a descriptor table as a collection of descriptor ranges that appear one after the other in a descriptor heap. </p> </dd>
            </summary>
            <doc-id>dn879477</doc-id>
            <unmanaged>NumRenderTargets</unmanaged>
            <unmanaged-short>NumRenderTargets</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.SamplePosition">
            <summary>
            <p>This section provides code for sample scenarios. Many of the walk-throughs provide details on what coding is required to be added to a basic sample, to avoid repeating the basic component code for each scenario.</p><p>For the most basic component, refer to the Creating a Basic Direct3D 12 Component section. The following walk-throughs describe more advanced scenarios.</p><p> </p>
            </summary>
            <doc-id>mt186595</doc-id>
            <unmanaged>D3D12_SAMPLE_POSITION</unmanaged>
            <unmanaged-short>D3D12_SAMPLE_POSITION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.SamplePosition.X">
            <summary>
            No documentation.
            </summary>
            <doc-id>mt186595</doc-id>
            <unmanaged>X</unmanaged>
            <unmanaged-short>X</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.SamplePosition.Y">
            <summary>
            No documentation.
            </summary>
            <doc-id>mt186595</doc-id>
            <unmanaged>Y</unmanaged>
            <unmanaged-short>Y</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.SamplerStateDescription">
            <summary>
            <p>Describes a sampler state.</p>
            </summary>
            <remarks>
            <p>This structure is used by <strong>CreateSampler</strong>.</p>
            </remarks>
            <doc-id>dn770403</doc-id>
            <unmanaged>D3D12_SAMPLER_DESC</unmanaged>
            <unmanaged-short>D3D12_SAMPLER_DESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.SamplerStateDescription.Filter">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.Direct3D12.Filter"/></strong>-typed value that specifies the filtering method to use when sampling a texture. </p> </dd>
            </summary>
            <doc-id>dn770403</doc-id>
            <unmanaged>Filter</unmanaged>
            <unmanaged-short>Filter</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.SamplerStateDescription.AddressU">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.Direct3D12.TextureAddressMode"/></strong>-typed value that specifies the method to use for resolving a u texture coordinate that is outside the 0 to 1 range. </p> </dd>
            </summary>
            <doc-id>dn770403</doc-id>
            <unmanaged>AddressU</unmanaged>
            <unmanaged-short>AddressU</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.SamplerStateDescription.AddressV">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.Direct3D12.TextureAddressMode"/></strong>-typed value that specifies the method to use for resolving a v texture coordinate that is outside the 0 to 1 range. </p> </dd>
            </summary>
            <doc-id>dn770403</doc-id>
            <unmanaged>AddressV</unmanaged>
            <unmanaged-short>AddressV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.SamplerStateDescription.AddressW">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.Direct3D12.TextureAddressMode"/></strong>-typed value that specifies the method to use for resolving a w texture coordinate that is outside the 0 to 1 range. </p> </dd>
            </summary>
            <doc-id>dn770403</doc-id>
            <unmanaged>AddressW</unmanaged>
            <unmanaged-short>AddressW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.SamplerStateDescription.MipLodBias">
            <summary>
            <dd> <p> Offset from the calculated mipmap level. For example, if the runtime calculates that a texture should be sampled at mipmap level 3 and <strong>MipLODBias</strong> is 2, the texture will be sampled at mipmap level 5. </p> </dd>
            </summary>
            <doc-id>dn770403</doc-id>
            <unmanaged>MipLODBias</unmanaged>
            <unmanaged-short>MipLODBias</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.SamplerStateDescription.MaximumAnisotropy">
            <summary>
            <dd> <p> Clamping value used if <strong>D3D12_FILTER_ANISOTROPIC</strong> or <strong>D3D12_FILTER_COMPARISON_ANISOTROPIC</strong> is specified in <strong>Filter</strong>. Valid values are between 1 and 16. </p> </dd>
            </summary>
            <doc-id>dn770403</doc-id>
            <unmanaged>MaxAnisotropy</unmanaged>
            <unmanaged-short>MaxAnisotropy</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.SamplerStateDescription.ComparisonFunction">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.Direct3D12.Comparison"/></strong>-typed value that specifies a function that compares sampled data against existing sampled data. </p> </dd>
            </summary>
            <doc-id>dn770403</doc-id>
            <unmanaged>ComparisonFunc</unmanaged>
            <unmanaged-short>ComparisonFunc</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.SamplerStateDescription.BorderColor">
            <summary>
            <dd> <p> Border color to use if <strong>D3D12_TEXTURE_ADDRESS_MODE_BORDER</strong> is specified for <strong>AddressU</strong>, <strong>AddressV</strong>, or <strong>AddressW</strong>. Range must be between 0.0 and 1.0 inclusive. </p> </dd>
            </summary>
            <doc-id>dn770403</doc-id>
            <unmanaged>BorderColor</unmanaged>
            <unmanaged-short>BorderColor</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.SamplerStateDescription.MinimumLod">
            <summary>
            <dd> <p>Lower end of the mipmap range to clamp access to, where 0 is the largest and most detailed mipmap level and any level higher than that is less detailed.</p> </dd>
            </summary>
            <doc-id>dn770403</doc-id>
            <unmanaged>MinLOD</unmanaged>
            <unmanaged-short>MinLOD</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.SamplerStateDescription.MaximumLod">
            <summary>
            <dd> <p> Upper end of the mipmap range to clamp access to, where 0 is the largest and most detailed mipmap level and any level higher than that is less detailed. This value must be greater than or equal to <strong>MinLOD</strong>. To have no upper limit on LOD, set this member to a large value. </p> </dd>
            </summary>
            <doc-id>dn770403</doc-id>
            <unmanaged>MaxLOD</unmanaged>
            <unmanaged-short>MaxLOD</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ShaderResourceViewDescription">
            <summary>
            <p>Describes a shader-resource view.</p>
            </summary>
            <remarks>
            <p> A view is a format-specific way to look at the data in a resource. The view determines what data to look at, and how it is cast when read. </p><p> When viewing a resource, the resource-view description must specify a typed format, that is compatible with the resource format. So that means that you can't create a resource-view description using any format with _TYPELESS in the name. You can however view a typeless resource by specifying a typed format for the view. For example, a DXGI_FORMAT_R32G32B32_TYPELESS resource can be viewed with one of these typed formats: DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32_UINT, and DXGI_FORMAT_R32G32B32_SINT, since these typed formats are compatible with the typeless resource. </p><p> Create a shader-resource-view description by calling <strong>ID3D12Device::CreateShaderResourceView</strong>.</p>
            </remarks>
            <doc-id>dn770406</doc-id>
            <unmanaged>D3D12_SHADER_RESOURCE_VIEW_DESC</unmanaged>
            <unmanaged-short>D3D12_SHADER_RESOURCE_VIEW_DESC</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ShaderResourceViewDescription.BufferResource">
            <summary>
            <p>Describes the elements in a buffer resource to use in a shader-resource view.</p>
            </summary>
            <remarks>
            <p> This structure is used by <strong><see cref = "T:SharpDX.Direct3D12.ShaderResourceViewDescription"/></strong> to create a view of a buffer. </p>
            </remarks>
            <doc-id>dn770343</doc-id>
            <unmanaged>D3D12_BUFFER_SRV</unmanaged>
            <unmanaged-short>D3D12_BUFFER_SRV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.BufferResource.FirstElement">
            <summary>
            <dd> <p>The index of the first element to be accessed by the view.</p> </dd>
            </summary>
            <doc-id>dn770343</doc-id>
            <unmanaged>FirstElement</unmanaged>
            <unmanaged-short>FirstElement</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.BufferResource.ElementCount">
            <summary>
            <dd> <p>The number of elements in the resource.</p> </dd>
            </summary>
            <doc-id>dn770343</doc-id>
            <unmanaged>NumElements</unmanaged>
            <unmanaged-short>NumElements</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.BufferResource.StructureByteStride">
            <summary>
            <dd> <p>The size of each element in the buffer structure (in bytes) when the buffer represents a structured buffer.</p> </dd>
            </summary>
            <doc-id>dn770343</doc-id>
            <unmanaged>StructureByteStride</unmanaged>
            <unmanaged-short>StructureByteStride</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.BufferResource.Flags">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.Direct3D12.BufferShaderResourceViewFlags"/></strong>-typed value that identifies view options for the buffer. Currently, the only option is to identify a raw view of the buffer. For more info about raw viewing of buffers, see Raw Views of Buffers. </p> </dd>
            </summary>
            <doc-id>dn770343</doc-id>
            <unmanaged>Flags</unmanaged>
            <unmanaged-short>Flags</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture1DResource">
            <summary>
            <p>Specifies the subresource from a 1D texture to use in a shader-resource view.</p>
            </summary>
            <remarks>
            <p>This structure is one member of a shader-resource-view description, <strong><see cref = "T:SharpDX.Direct3D12.ShaderResourceViewDescription"/></strong>.</p><p>As an example, assuming <strong>MostDetailedMip</strong> = 6 and <strong>MipLevels</strong> = 2, the view will have access to 2 mipmap levels, 6 and 7, of the original texture for which <strong>ID3D12Device::CreateShaderResourceView</strong> creates the view. In this situation, <strong>MostDetailedMip</strong> is greater than the <strong>MipLevels</strong> in the view. However, <strong>MostDetailedMip</strong> is not greater than the <strong>MipLevels</strong> in the original resource.</p>
            </remarks>
            <doc-id>dn770420</doc-id>
            <unmanaged>D3D12_TEX1D_SRV</unmanaged>
            <unmanaged-short>D3D12_TEX1D_SRV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture1DResource.MostDetailedMip">
            <summary>
            <dd> <p>Index of the most detailed mipmap level to use; this number is between 0 and <strong>MipLevels</strong> (from the original Texture1D for which <strong>ID3D12Device::CreateShaderResourceView</strong> creates a view) -1.</p> </dd>
            </summary>
            <doc-id>dn770420</doc-id>
            <unmanaged>MostDetailedMip</unmanaged>
            <unmanaged-short>MostDetailedMip</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture1DResource.MipLevels">
            <summary>
            <dd> <p>The maximum number of mipmap levels for the view  of the texture. See the remarks.</p> <p>Set to -1 to indicate all the mipmap levels from <strong>MostDetailedMip</strong> on down to least detailed.</p> </dd>
            </summary>
            <doc-id>dn770420</doc-id>
            <unmanaged>MipLevels</unmanaged>
            <unmanaged-short>MipLevels</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture1DResource.ResourceMinLODClamp">
            <summary>
            <dd> <p>A value to clamp sample LOD values to. For example, if you specify 2.0f for the clamp value, you ensure that no individual sample accesses a mip level less than 2.0f.</p> </dd>
            </summary>
            <doc-id>dn770420</doc-id>
            <unmanaged>ResourceMinLODClamp</unmanaged>
            <unmanaged-short>ResourceMinLODClamp</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture1DArrayResource">
            <summary>
            <p>Describes the subresources from an array of 1D textures to use in a shader-resource view.</p>
            </summary>
            <remarks>
            <p>This structure is one member of a shader-resource-view description, <strong><see cref = "T:SharpDX.Direct3D12.ShaderResourceViewDescription"/></strong>.</p>
            </remarks>
            <doc-id>dn770416</doc-id>
            <unmanaged>D3D12_TEX1D_ARRAY_SRV</unmanaged>
            <unmanaged-short>D3D12_TEX1D_ARRAY_SRV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture1DArrayResource.MostDetailedMip">
            <summary>
            <dd> <p>Index of the most detailed mipmap level to use; this number is between 0 and <strong>MipLevels</strong> (from the original Texture1D for which <strong>ID3D12Device::CreateShaderResourceView</strong> creates a view) -1.</p> </dd>
            </summary>
            <doc-id>dn770416</doc-id>
            <unmanaged>MostDetailedMip</unmanaged>
            <unmanaged-short>MostDetailedMip</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture1DArrayResource.MipLevels">
            <summary>
            <dd> <p>The maximum number of mipmap levels for the view of the texture. See the remarks in <strong><see cref = "!:SharpDX.Direct3D12.Texture1DResource"/></strong>.</p> <p>Set to -1 to indicate all the mipmap levels from <strong>MostDetailedMip</strong> on down to least detailed.</p> </dd>
            </summary>
            <doc-id>dn770416</doc-id>
            <unmanaged>MipLevels</unmanaged>
            <unmanaged-short>MipLevels</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture1DArrayResource.FirstArraySlice">
            <summary>
            <dd> <p>The index of the first texture to use in an array of textures.</p> </dd>
            </summary>
            <doc-id>dn770416</doc-id>
            <unmanaged>FirstArraySlice</unmanaged>
            <unmanaged-short>FirstArraySlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture1DArrayResource.ArraySize">
            <summary>
            <dd> <p>Number of textures in the array.</p> </dd>
            </summary>
            <doc-id>dn770416</doc-id>
            <unmanaged>ArraySize</unmanaged>
            <unmanaged-short>ArraySize</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture1DArrayResource.ResourceMinLODClamp">
            <summary>
            <dd> <p>A value to clamp sample LOD values to. For example, if you specify 2.0f for the clamp value, you ensure that no individual sample accesses a mip level less than 2.0f.</p> </dd>
            </summary>
            <doc-id>dn770416</doc-id>
            <unmanaged>ResourceMinLODClamp</unmanaged>
            <unmanaged-short>ResourceMinLODClamp</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture2DResource">
            <summary>
            <p>Describes the subresource from a 2D texture to use in a shader-resource view.</p>
            </summary>
            <remarks>
            <p> This structure is one member of a shader-resource-view description, <strong><see cref = "T:SharpDX.Direct3D12.ShaderResourceViewDescription"/></strong>. </p>
            </remarks>
            <doc-id>dn770434</doc-id>
            <unmanaged>D3D12_TEX2D_SRV</unmanaged>
            <unmanaged-short>D3D12_TEX2D_SRV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture2DResource.MostDetailedMip">
            <summary>
            <dd> <p> Index of the most detailed mipmap level to use; this number is between 0 and <strong>MipLevels</strong> (from the original Texture2D for which <strong>ID3D12Device::CreateShaderResourceView</strong> creates a view) -1. </p> </dd>
            </summary>
            <doc-id>dn770434</doc-id>
            <unmanaged>MostDetailedMip</unmanaged>
            <unmanaged-short>MostDetailedMip</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture2DResource.MipLevels">
            <summary>
            <dd> <p> The maximum number of mipmap levels for the view of the texture. See the remarks in <strong><see cref = "!:SharpDX.Direct3D12.Texture1DResource"/></strong>. </p> <p> Set to -1 to indicate all the mipmap levels from <strong>MostDetailedMip</strong> on down to least detailed. </p> </dd>
            </summary>
            <doc-id>dn770434</doc-id>
            <unmanaged>MipLevels</unmanaged>
            <unmanaged-short>MipLevels</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture2DResource.PlaneSlice">
            <summary>
            <dd> <p> The index (plane slice number) of the plane to use in the texture. </p> </dd>
            </summary>
            <doc-id>dn770434</doc-id>
            <unmanaged>PlaneSlice</unmanaged>
            <unmanaged-short>PlaneSlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture2DResource.ResourceMinLODClamp">
            <summary>
            <dd> <p>A value to clamp sample LOD values to. For example, if you specify 2.0f for the clamp value, you ensure that no individual sample accesses a mip level less than 2.0f.</p> </dd>
            </summary>
            <doc-id>dn770434</doc-id>
            <unmanaged>ResourceMinLODClamp</unmanaged>
            <unmanaged-short>ResourceMinLODClamp</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture2DArrayResource">
            <summary>
            <p>Describes the subresources from an array of 2D textures to use in a shader-resource view.</p>
            </summary>
            <remarks>
            <p> This structure is one member of a shader-resource-view description, <strong><see cref = "T:SharpDX.Direct3D12.ShaderResourceViewDescription"/></strong>. </p>
            </remarks>
            <doc-id>dn770430</doc-id>
            <unmanaged>D3D12_TEX2D_ARRAY_SRV</unmanaged>
            <unmanaged-short>D3D12_TEX2D_ARRAY_SRV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture2DArrayResource.MostDetailedMip">
            <summary>
            <dd> <p> Index of the most detailed mipmap level to use; this number is between 0 and <strong>MipLevels</strong> -1 (where <strong>MipLevels</strong> is from the original Texture2D for which <strong>ID3D12Device::CreateShaderResourceView</strong> creates a view). </p> </dd>
            </summary>
            <doc-id>dn770430</doc-id>
            <unmanaged>MostDetailedMip</unmanaged>
            <unmanaged-short>MostDetailedMip</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture2DArrayResource.MipLevels">
            <summary>
            <dd> <p> The maximum number of mipmap levels for the view of the texture. See the remarks in <strong><see cref = "!:SharpDX.Direct3D12.Texture1DResource"/></strong>. </p> <p> Set to -1 to indicate all the mipmap levels from <strong>MostDetailedMip</strong> on down to least detailed. </p> </dd>
            </summary>
            <doc-id>dn770430</doc-id>
            <unmanaged>MipLevels</unmanaged>
            <unmanaged-short>MipLevels</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture2DArrayResource.FirstArraySlice">
            <summary>
            <dd> <p>The index of the first texture to use in an array of textures.</p> </dd>
            </summary>
            <doc-id>dn770430</doc-id>
            <unmanaged>FirstArraySlice</unmanaged>
            <unmanaged-short>FirstArraySlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture2DArrayResource.ArraySize">
            <summary>
            <dd> <p>Number of textures in the array.</p> </dd>
            </summary>
            <doc-id>dn770430</doc-id>
            <unmanaged>ArraySize</unmanaged>
            <unmanaged-short>ArraySize</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture2DArrayResource.PlaneSlice">
            <summary>
            <dd> <p> The index (plane slice number) of the plane to use in an array of textures. </p> </dd>
            </summary>
            <doc-id>dn770430</doc-id>
            <unmanaged>PlaneSlice</unmanaged>
            <unmanaged-short>PlaneSlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture2DArrayResource.ResourceMinLODClamp">
            <summary>
            <dd> <p>A value to clamp sample LOD values to. For example, if you specify 2.0f for the clamp value, you ensure that no individual sample accesses a mip level less than 2.0f.</p> </dd>
            </summary>
            <doc-id>dn770430</doc-id>
            <unmanaged>ResourceMinLODClamp</unmanaged>
            <unmanaged-short>ResourceMinLODClamp</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture3DResource">
            <summary>
            <p>Describes the subresources from a 3D texture to use in a shader-resource view.</p>
            </summary>
            <remarks>
            <p>This structure is one member of a shader-resource-view description, <strong><see cref = "T:SharpDX.Direct3D12.ShaderResourceViewDescription"/></strong>.</p>
            </remarks>
            <doc-id>dn770437</doc-id>
            <unmanaged>D3D12_TEX3D_SRV</unmanaged>
            <unmanaged-short>D3D12_TEX3D_SRV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture3DResource.MostDetailedMip">
            <summary>
            <dd> <p>Index of the most detailed mipmap level to use; this number is between 0 and <strong>MipLevels</strong> (from the original Texture3D for which <strong>ID3D12Device::CreateShaderResourceView</strong> creates a view) -1.</p> </dd>
            </summary>
            <doc-id>dn770437</doc-id>
            <unmanaged>MostDetailedMip</unmanaged>
            <unmanaged-short>MostDetailedMip</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture3DResource.MipLevels">
            <summary>
            <dd> <p>The maximum number of mipmap levels for the view of the texture. See the remarks in <strong><see cref = "!:SharpDX.Direct3D12.Texture1DResource"/></strong>.</p> <p>Set to -1 to indicate all the mipmap levels from <strong>MostDetailedMip</strong> on down to least detailed.</p> </dd>
            </summary>
            <doc-id>dn770437</doc-id>
            <unmanaged>MipLevels</unmanaged>
            <unmanaged-short>MipLevels</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture3DResource.ResourceMinLODClamp">
            <summary>
            <dd> <p>A value to clamp sample LOD values to. For example, if you specify 2.0f for the clamp value, you ensure that no individual sample accesses a mip level less than 2.0f.</p> </dd>
            </summary>
            <doc-id>dn770437</doc-id>
            <unmanaged>ResourceMinLODClamp</unmanaged>
            <unmanaged-short>ResourceMinLODClamp</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ShaderResourceViewDescription.TextureCubeResource">
            <summary>
            <p>Describes the subresource from a cube texture to use in a shader-resource view.</p>
            </summary>
            <remarks>
            <p>This structure is one member of a shader-resource-view description, <strong><see cref = "T:SharpDX.Direct3D12.ShaderResourceViewDescription"/></strong>.</p>
            </remarks>
            <doc-id>dn770440</doc-id>
            <unmanaged>D3D12_TEXCUBE_SRV</unmanaged>
            <unmanaged-short>D3D12_TEXCUBE_SRV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.TextureCubeResource.MostDetailedMip">
            <summary>
            <dd> <p>Index of the most detailed mipmap level to use; this number is between 0 and <strong>MipLevels</strong> (from the original TextureCube for which <strong>ID3D12Device::CreateShaderResourceView</strong> creates a view) -1.</p> </dd>
            </summary>
            <doc-id>dn770440</doc-id>
            <unmanaged>MostDetailedMip</unmanaged>
            <unmanaged-short>MostDetailedMip</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.TextureCubeResource.MipLevels">
            <summary>
            <dd> <p>The maximum number of mipmap levels for the view of the texture. See the remarks in <strong><see cref = "!:SharpDX.Direct3D12.Texture1DResource"/></strong>.</p> <p>Set to -1 to indicate all the mipmap levels from <strong>MostDetailedMip</strong> on down to least detailed.</p> </dd>
            </summary>
            <doc-id>dn770440</doc-id>
            <unmanaged>MipLevels</unmanaged>
            <unmanaged-short>MipLevels</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.TextureCubeResource.ResourceMinLODClamp">
            <summary>
            <dd> <p>A value to clamp sample LOD values to. For example, if you specify 2.0f for the clamp value, you ensure that no individual sample accesses a mip level less than 2.0f.</p> </dd>
            </summary>
            <doc-id>dn770440</doc-id>
            <unmanaged>ResourceMinLODClamp</unmanaged>
            <unmanaged-short>ResourceMinLODClamp</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ShaderResourceViewDescription.TextureCubeArrayResource">
            <summary>
            <p>Describes the subresources from an array of cube textures to use in a shader-resource view.</p>
            </summary>
            <remarks>
            <p>This structure is one member of a shader-resource-view description, <strong><see cref = "T:SharpDX.Direct3D12.ShaderResourceViewDescription"/></strong>.</p>
            </remarks>
            <doc-id>dn770439</doc-id>
            <unmanaged>D3D12_TEXCUBE_ARRAY_SRV</unmanaged>
            <unmanaged-short>D3D12_TEXCUBE_ARRAY_SRV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.TextureCubeArrayResource.MostDetailedMip">
            <summary>
            <dd> <p>Index of the most detailed mipmap level to use; this number is between 0 and <strong>MipLevels</strong> (from the original TextureCube for which <strong>ID3D12Device::CreateShaderResourceView</strong> creates a view) -1.</p> </dd>
            </summary>
            <doc-id>dn770439</doc-id>
            <unmanaged>MostDetailedMip</unmanaged>
            <unmanaged-short>MostDetailedMip</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.TextureCubeArrayResource.MipLevels">
            <summary>
            <dd> <p>The maximum number of mipmap levels for the view of the texture. See the remarks in <strong><see cref = "!:SharpDX.Direct3D12.Texture1DResource"/></strong>.</p> <p>Set to -1 to indicate all the mipmap levels from <strong>MostDetailedMip</strong> on down to least detailed.</p> </dd>
            </summary>
            <doc-id>dn770439</doc-id>
            <unmanaged>MipLevels</unmanaged>
            <unmanaged-short>MipLevels</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.TextureCubeArrayResource.First2DArrayFace">
            <summary>
            <dd> <p>Index of the first 2D texture to use.</p> </dd>
            </summary>
            <doc-id>dn770439</doc-id>
            <unmanaged>First2DArrayFace</unmanaged>
            <unmanaged-short>First2DArrayFace</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.TextureCubeArrayResource.CubeCount">
            <summary>
            <dd> <p>Number of cube textures in the array.</p> </dd>
            </summary>
            <doc-id>dn770439</doc-id>
            <unmanaged>NumCubes</unmanaged>
            <unmanaged-short>NumCubes</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.TextureCubeArrayResource.ResourceMinLODClamp">
            <summary>
            <dd> <p>A value to clamp sample LOD values to. For example, if you specify 2.0f for the clamp value, you ensure that no individual sample accesses a mip level less than 2.0f.</p> </dd>
            </summary>
            <doc-id>dn770439</doc-id>
            <unmanaged>ResourceMinLODClamp</unmanaged>
            <unmanaged-short>ResourceMinLODClamp</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture2DMultisampledResource">
            <summary>
            <p>Describes the subresources from a multi sampled 2D texture to use in a shader-resource view.</p>
            </summary>
            <remarks>
            <p>This structure is a member of the <strong><see cref = "T:SharpDX.Direct3D12.ShaderResourceViewDescription"/></strong> structure.</p><p>Since a multi sampled 2D texture contains a single subresource, there is actually nothing to specify in <strong><see cref = "!:SharpDX.Direct3D12.Texture2DMultisampledResource"/></strong>. Consequently, <strong>UnusedField_NothingToDefine</strong> is included so that this structure will compile in C.</p>
            </remarks>
            <doc-id>dn770427</doc-id>
            <unmanaged>D3D12_TEX2DMS_SRV</unmanaged>
            <unmanaged-short>D3D12_TEX2DMS_SRV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture2DMultisampledResource.UnusedFieldNothingToDefine">
            <summary>
            <dd> <p>Integer of any value. See remarks.</p> </dd>
            </summary>
            <doc-id>dn770427</doc-id>
            <unmanaged>UnusedField_NothingToDefine</unmanaged>
            <unmanaged-short>UnusedField_NothingToDefine</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture2DMultisampledArrayResource">
            <summary>
            <p>Describes the subresources from an array of multi sampled 2D textures to use in a shader-resource view.</p>
            </summary>
            <remarks>
            <p>This structure is one member of a shader-resource-view description, <strong><see cref = "T:SharpDX.Direct3D12.ShaderResourceViewDescription"/></strong>.</p>
            </remarks>
            <doc-id>dn770424</doc-id>
            <unmanaged>D3D12_TEX2DMS_ARRAY_SRV</unmanaged>
            <unmanaged-short>D3D12_TEX2DMS_ARRAY_SRV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture2DMultisampledArrayResource.FirstArraySlice">
            <summary>
            <dd> <p>The index of the first texture to use in an array of textures.</p> </dd>
            </summary>
            <doc-id>dn770424</doc-id>
            <unmanaged>FirstArraySlice</unmanaged>
            <unmanaged-short>FirstArraySlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture2DMultisampledArrayResource.ArraySize">
            <summary>
            <dd> <p>Number of textures to use.</p> </dd>
            </summary>
            <doc-id>dn770424</doc-id>
            <unmanaged>ArraySize</unmanaged>
            <unmanaged-short>ArraySize</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.Format">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.DXGI.Format"/></strong>-typed value that  specifies the viewing format. See remarks. </p> </dd>
            </summary>
            <doc-id>dn770406</doc-id>
            <unmanaged>Format</unmanaged>
            <unmanaged-short>Format</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.Dimension">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.Direct3D12.ShaderResourceViewDimension"/></strong>-typed value that  specifies the resource type of the view.  This type is the same as the resource type of the underlying resource.  This member also determines which _SRV to use in the union below. </p> </dd>
            </summary>
            <doc-id>dn770406</doc-id>
            <unmanaged>ViewDimension</unmanaged>
            <unmanaged-short>ViewDimension</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.Shader4ComponentMapping">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.Direct3D12.ShaderComponentMapping"/></strong> enumeration constant, such as return component 0 (red) from memory, or force the resulting value to 0. This mapping enables the shader resource view (SRV) to choose how memory gets routed to the 4 return components in a shader after a memory fetch.   </p> </dd>
            </summary>
            <doc-id>dn770406</doc-id>
            <unmanaged>Shader4ComponentMapping</unmanaged>
            <unmanaged-short>Shader4ComponentMapping</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.Buffer">
            <summary>
            <dd> <p> A <strong><see cref = "!:SharpDX.Direct3D12.BufferResource"/></strong> structure that views the resource as a buffer. </p> </dd>
            </summary>
            <doc-id>dn770406</doc-id>
            <unmanaged>Buffer</unmanaged>
            <unmanaged-short>Buffer</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture1D">
            <summary>
            <dd> <p> A <strong><see cref = "!:SharpDX.Direct3D12.Texture1DResource"/></strong> structure that views the resource as a 1D texture. </p> </dd>
            </summary>
            <doc-id>dn770406</doc-id>
            <unmanaged>Texture1D</unmanaged>
            <unmanaged-short>Texture1D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture1DArray">
            <summary>
            <dd> <p> A <strong><see cref = "!:SharpDX.Direct3D12.Texture1DArrayResource"/></strong> structure that views the resource as a 1D-texture array. </p> </dd>
            </summary>
            <doc-id>dn770406</doc-id>
            <unmanaged>Texture1DArray</unmanaged>
            <unmanaged-short>Texture1DArray</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture2D">
            <summary>
            <dd> <p> A <strong><see cref = "!:SharpDX.Direct3D12.Texture2DResource"/></strong> structure that views the resource as a 2D-texture. </p> </dd>
            </summary>
            <doc-id>dn770406</doc-id>
            <unmanaged>Texture2D</unmanaged>
            <unmanaged-short>Texture2D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture2DArray">
            <summary>
            <dd> <p> A <strong><see cref = "!:SharpDX.Direct3D12.Texture2DArrayResource"/></strong> structure that views the resource as a 2D-texture array. </p> </dd>
            </summary>
            <doc-id>dn770406</doc-id>
            <unmanaged>Texture2DArray</unmanaged>
            <unmanaged-short>Texture2DArray</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture2DMS">
            <summary>
            <dd> <p> A <strong><see cref = "!:SharpDX.Direct3D12.Texture2DMultisampledResource"/></strong> structure that views the resource as a 2D-multisampled texture. </p> </dd>
            </summary>
            <doc-id>dn770406</doc-id>
            <unmanaged>Texture2DMS</unmanaged>
            <unmanaged-short>Texture2DMS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture2DMSArray">
            <summary>
            <dd> <p> A <strong><see cref = "!:SharpDX.Direct3D12.Texture2DMultisampledArrayResource"/></strong> structure that views the resource as a 2D-multisampled-texture array. </p> </dd>
            </summary>
            <doc-id>dn770406</doc-id>
            <unmanaged>Texture2DMSArray</unmanaged>
            <unmanaged-short>Texture2DMSArray</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.Texture3D">
            <summary>
            <dd> <p> A <strong><see cref = "!:SharpDX.Direct3D12.Texture3DResource"/></strong> structure that views the resource as a 3D texture. </p> </dd>
            </summary>
            <doc-id>dn770406</doc-id>
            <unmanaged>Texture3D</unmanaged>
            <unmanaged-short>Texture3D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.TextureCube">
            <summary>
            <dd> <p> A <strong><see cref = "!:SharpDX.Direct3D12.TextureCubeResource"/></strong> structure that views the resource as a 3D-cube texture. </p> </dd>
            </summary>
            <doc-id>dn770406</doc-id>
            <unmanaged>TextureCube</unmanaged>
            <unmanaged-short>TextureCube</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ShaderResourceViewDescription.TextureCubeArray">
            <summary>
            <dd> <p> A <strong><see cref = "!:SharpDX.Direct3D12.TextureCubeArrayResource"/></strong> structure that views the resource as a 3D-cube-texture array. </p> </dd>
            </summary>
            <doc-id>dn770406</doc-id>
            <unmanaged>TextureCubeArray</unmanaged>
            <unmanaged-short>TextureCubeArray</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.StreamOutputBufferView">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_STREAM_OUTPUT_BUFFER_VIEW</unmanaged>
            <unmanaged-short>D3D12_STREAM_OUTPUT_BUFFER_VIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StreamOutputBufferView.BufferLocation">
            <summary>
            No documentation.
            </summary>
            <unmanaged>BufferLocation</unmanaged>
            <unmanaged-short>BufferLocation</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StreamOutputBufferView.SizeInBytes">
            <summary>
            No documentation.
            </summary>
            <unmanaged>SizeInBytes</unmanaged>
            <unmanaged-short>SizeInBytes</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StreamOutputBufferView.BufferFilledSizeLocation">
            <summary>
            No documentation.
            </summary>
            <unmanaged>BufferFilledSizeLocation</unmanaged>
            <unmanaged-short>BufferFilledSizeLocation</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.StreamOutputElement">
            <summary>
            <p>Describes a vertex element in a vertex buffer in an output slot.</p>
            </summary>
            <remarks>
            <p>Specify an array of <strong><see cref = "T:SharpDX.Direct3D12.StreamOutputElement"/></strong> structures in the <strong>pSODeclaration</strong> member of a <strong><see cref = "T:SharpDX.Direct3D12.StreamOutputDescription"/></strong> structure. </p>
            </remarks>
            <doc-id>dn879483</doc-id>
            <unmanaged>D3D12_SO_DECLARATION_ENTRY</unmanaged>
            <unmanaged-short>D3D12_SO_DECLARATION_ENTRY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StreamOutputElement.Stream">
            <summary>
            <dd> <p>Zero-based, stream number.</p> </dd>
            </summary>
            <doc-id>dn879483</doc-id>
            <unmanaged>Stream</unmanaged>
            <unmanaged-short>Stream</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StreamOutputElement.SemanticName">
            <summary>
            <dd> <p>Type of output element; possible values include: <strong>"POSITION"</strong>, <strong>"NORMAL"</strong>, or <strong>"TEXCOORD0"</strong>. Note that if <strong>SemanticName</strong> is <strong><c>null</c></strong> then  <strong>ComponentCount</strong> can be greater than 4 and the described entry will be a gap in the stream out where no data will be written. </p> </dd>
            </summary>
            <doc-id>dn879483</doc-id>
            <unmanaged>SemanticName</unmanaged>
            <unmanaged-short>SemanticName</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StreamOutputElement.SemanticIndex">
            <summary>
            <dd> <p>Output element's zero-based index. Use, for example, if you have more than one texture coordinate stored in each vertex.</p> </dd>
            </summary>
            <doc-id>dn879483</doc-id>
            <unmanaged>SemanticIndex</unmanaged>
            <unmanaged-short>SemanticIndex</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StreamOutputElement.StartComponent">
            <summary>
            <dd> <p>The component of the entry to begin writing out to. Valid values are 0 to 3. For example, if you only wish to output to the y and z components  of a position, <strong>StartComponent</strong> is 1 and <strong>ComponentCount</strong> is 2.</p> </dd>
            </summary>
            <doc-id>dn879483</doc-id>
            <unmanaged>StartComponent</unmanaged>
            <unmanaged-short>StartComponent</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StreamOutputElement.ComponentCount">
            <summary>
            <dd> <p>The number of components of the entry to write out to. Valid values are 1 to 4. For example, if you only wish to output to the y and z components  of a position, <strong>StartComponent</strong> is 1 and <strong>ComponentCount</strong> is 2.  Note that if <strong>SemanticName</strong> is <strong><c>null</c></strong> then  <strong>ComponentCount</strong> can be greater than 4 and the described entry will be a gap in the stream out where no data will be written.</p> </dd>
            </summary>
            <doc-id>dn879483</doc-id>
            <unmanaged>ComponentCount</unmanaged>
            <unmanaged-short>ComponentCount</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StreamOutputElement.OutputSlot">
            <summary>
            <dd> <p>The associated stream output buffer that is bound to the pipeline.  The valid range for <strong>OutputSlot</strong> is 0 to 3.</p> </dd>
            </summary>
            <doc-id>dn879483</doc-id>
            <unmanaged>OutputSlot</unmanaged>
            <unmanaged-short>OutputSlot</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.StreamOutputStatistics">
            <summary>
            <p>Describes query data for stream output.</p>
            </summary>
            <remarks>
            <p>Use this structure with <strong><see cref = "T:SharpDX.Direct3D12.QueryHeapType"/></strong> and <strong>CreateQueryHeap</strong>.</p>
            </remarks>
            <doc-id>dn903809</doc-id>
            <unmanaged>D3D12_QUERY_DATA_SO_STATISTICS</unmanaged>
            <unmanaged-short>D3D12_QUERY_DATA_SO_STATISTICS</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StreamOutputStatistics.NumPrimitivesWritten">
            <summary>
            <dd> <p>Specifies the number of primitives written.</p> </dd>
            </summary>
            <doc-id>dn903809</doc-id>
            <unmanaged>NumPrimitivesWritten</unmanaged>
            <unmanaged-short>NumPrimitivesWritten</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.StreamOutputStatistics.PrimitivesStorageNeeded">
            <summary>
            <dd> <p>Specifies the total amount of storage needed by the primitives.</p> </dd>
            </summary>
            <doc-id>dn903809</doc-id>
            <unmanaged>PrimitivesStorageNeeded</unmanaged>
            <unmanaged-short>PrimitivesStorageNeeded</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.SubResourceData">
            <summary>
            <p> Describes subresource data. </p>
            </summary>
            <remarks>
            <p>This structure is used by a number of the helper functions, refer to Helper Structures and Functions for D3D12.</p>
            </remarks>
            <doc-id>dn879485</doc-id>
            <unmanaged>D3D12_SUBRESOURCE_DATA</unmanaged>
            <unmanaged-short>D3D12_SUBRESOURCE_DATA</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.SubResourceData.DataPointer">
            <summary>
            <dd> <p> A reference to a memory block that contains the subresource data. </p> </dd>
            </summary>
            <doc-id>dn879485</doc-id>
            <unmanaged>pData</unmanaged>
            <unmanaged-short>pData</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.SubResourceData.RowPitch">
            <summary>
            <dd> <p> The row pitch, or width, or physical size, in bytes, of the subresource data. </p> </dd>
            </summary>
            <doc-id>dn879485</doc-id>
            <unmanaged>RowPitch</unmanaged>
            <unmanaged-short>RowPitch</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.SubResourceData.SlicePitch">
            <summary>
            <dd> <p> The depth pitch, or width, or physical size, in bytes, of the subresource data. </p> </dd>
            </summary>
            <doc-id>dn879485</doc-id>
            <unmanaged>SlicePitch</unmanaged>
            <unmanaged-short>SlicePitch</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.SubResourceFootprint">
            <summary>
            <p> Describes the format, width, height, depth, and row-pitch of the subresource into the parent resource. </p>
            </summary>
            <remarks>
            <p> Use this structure in the <strong><see cref = "T:SharpDX.Direct3D12.PlacedSubResourceFootprint"/></strong> structure. </p><p> The helper structure is <strong>CD3DX12_SUBRESOURCE_FOOTPRINT</strong>. </p>
            </remarks>
            <doc-id>dn986749</doc-id>
            <unmanaged>D3D12_SUBRESOURCE_FOOTPRINT</unmanaged>
            <unmanaged-short>D3D12_SUBRESOURCE_FOOTPRINT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.SubResourceFootprint.Format">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.DXGI.Format"/></strong>-typed value that  specifies the viewing format. </p> </dd>
            </summary>
            <doc-id>dn986749</doc-id>
            <unmanaged>Format</unmanaged>
            <unmanaged-short>Format</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.SubResourceFootprint.Width">
            <summary>
            <dd> <p> The width of the subresource. </p> </dd>
            </summary>
            <doc-id>dn986749</doc-id>
            <unmanaged>Width</unmanaged>
            <unmanaged-short>Width</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.SubResourceFootprint.Height">
            <summary>
            <dd> <p> The height of the subresource. </p> </dd>
            </summary>
            <doc-id>dn986749</doc-id>
            <unmanaged>Height</unmanaged>
            <unmanaged-short>Height</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.SubResourceFootprint.Depth">
            <summary>
            <dd> <p> The depth of the subresource. </p> </dd>
            </summary>
            <doc-id>dn986749</doc-id>
            <unmanaged>Depth</unmanaged>
            <unmanaged-short>Depth</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.SubResourceFootprint.RowPitch">
            <summary>
            <dd> <p> The row pitch, or width, or physical size, in bytes, of the subresource data. This must be a multiple of D3D12_TEXTURE_DATA_PITCH_ALIGNMENT (256), and must be greater than or equal to the size of the data within a row. </p> </dd>
            </summary>
            <doc-id>dn986749</doc-id>
            <unmanaged>RowPitch</unmanaged>
            <unmanaged-short>RowPitch</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.SubResourceInformation">
            <summary>
            <p>Describes subresource data.</p>
            </summary>
            <doc-id>dn770411</doc-id>
            <unmanaged>D3D12_SUBRESOURCE_INFO</unmanaged>
            <unmanaged-short>D3D12_SUBRESOURCE_INFO</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.SubResourceInformation.Offset">
            <summary>
            <dd> <p>Offset, in bytes, between the start of the parent resource and this subresource.</p> </dd>
            </summary>
            <doc-id>dn770411</doc-id>
            <unmanaged>Offset</unmanaged>
            <unmanaged-short>Offset</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.SubResourceInformation.RowPitch">
            <summary>
            <dd> <p>The row pitch, or width, or physical size, in bytes, of the subresource data.</p> </dd>
            </summary>
            <doc-id>dn770411</doc-id>
            <unmanaged>RowPitch</unmanaged>
            <unmanaged-short>RowPitch</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.SubResourceInformation.DepthPitch">
            <summary>
            <dd> <p>The depth pitch, or width, or physical size, in bytes, of the subresource data.</p> </dd>
            </summary>
            <doc-id>dn770411</doc-id>
            <unmanaged>DepthPitch</unmanaged>
            <unmanaged-short>DepthPitch</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.SubResourceRangeUInt64">
            <summary>
            <p>Describes a subresource memory range.</p>
            </summary>
            <remarks>
            <p> This structure is used by the <strong>AtomicCopyBufferUINT</strong> and <strong>AtomicCopyBufferUINT64</strong> methods. </p>
            </remarks>
            <doc-id>mt492640</doc-id>
            <unmanaged>D3D12_SUBRESOURCE_RANGE_UINT64</unmanaged>
            <unmanaged-short>D3D12_SUBRESOURCE_RANGE_UINT64</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.SubResourceRangeUInt64.Subresource">
            <summary>
            <dd> <p>The index of the subresource.</p> </dd>
            </summary>
            <doc-id>mt492640</doc-id>
            <unmanaged>Subresource</unmanaged>
            <unmanaged-short>Subresource</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.SubResourceRangeUInt64.Range">
            <summary>
            <dd> <p>A memory range within the subresource.</p> </dd>
            </summary>
            <doc-id>mt492640</doc-id>
            <unmanaged>Range</unmanaged>
            <unmanaged-short>Range</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.SubResourceTiling">
            <summary>
            <p>Describes a tiled subresource volume.</p>
            </summary>
            <remarks>
            <p> This structure is used by the <strong>GetResourceTiling</strong> method. </p>
            </remarks>
            <doc-id>dn770412</doc-id>
            <unmanaged>D3D12_SUBRESOURCE_TILING</unmanaged>
            <unmanaged-short>D3D12_SUBRESOURCE_TILING</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.SubResourceTiling.WidthInTiles">
            <summary>
            <dd> <p>The width in tiles of the subresource.</p> </dd>
            </summary>
            <doc-id>dn770412</doc-id>
            <unmanaged>WidthInTiles</unmanaged>
            <unmanaged-short>WidthInTiles</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.SubResourceTiling.HeightInTiles">
            <summary>
            <dd> <p>The height in tiles of the subresource.</p> </dd>
            </summary>
            <doc-id>dn770412</doc-id>
            <unmanaged>HeightInTiles</unmanaged>
            <unmanaged-short>HeightInTiles</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.SubResourceTiling.DepthInTiles">
            <summary>
            <dd> <p>The depth in tiles of the subresource.</p> </dd>
            </summary>
            <doc-id>dn770412</doc-id>
            <unmanaged>DepthInTiles</unmanaged>
            <unmanaged-short>DepthInTiles</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.SubResourceTiling.StartTileIndexInOverallResource">
            <summary>
            <dd> <p>The index of the tile in the overall tiled subresource to start with. </p> </dd>
            </summary>
            <doc-id>dn770412</doc-id>
            <unmanaged>StartTileIndexInOverallResource</unmanaged>
            <unmanaged-short>StartTileIndexInOverallResource</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.TiledResourceCoordinate">
            <summary>
            <p>Describes the coordinates of a tiled resource.</p>
            </summary>
            <remarks>
            <p> This structure is used by the <strong>CopyTiles</strong>, <strong>CopyTileMappings</strong> and <strong>UpdateTileMappings</strong> methods. </p>
            </remarks>
            <doc-id>dn770443</doc-id>
            <unmanaged>D3D12_TILED_RESOURCE_COORDINATE</unmanaged>
            <unmanaged-short>D3D12_TILED_RESOURCE_COORDINATE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TiledResourceCoordinate.X">
            <summary>
            <dd> <p>The x-coordinate of the tiled resource.</p> </dd>
            </summary>
            <doc-id>dn770443</doc-id>
            <unmanaged>X</unmanaged>
            <unmanaged-short>X</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TiledResourceCoordinate.Y">
            <summary>
            <dd> <p>The y-coordinate of the tiled resource.</p> </dd>
            </summary>
            <doc-id>dn770443</doc-id>
            <unmanaged>Y</unmanaged>
            <unmanaged-short>Y</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TiledResourceCoordinate.Z">
            <summary>
            <dd> <p>The z-coordinate of the tiled resource.</p> </dd>
            </summary>
            <doc-id>dn770443</doc-id>
            <unmanaged>Z</unmanaged>
            <unmanaged-short>Z</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TiledResourceCoordinate.Subresource">
            <summary>
            <dd> <p>The index of the subresource for the tiled resource.</p> </dd>
            </summary>
            <doc-id>dn770443</doc-id>
            <unmanaged>Subresource</unmanaged>
            <unmanaged-short>Subresource</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.TileRegionSize">
            <summary>
            <p>Describes the size of a tiled region.</p>
            </summary>
            <remarks>
            <p> This structure is used by the <strong>CopyTiles</strong>, <strong>CopyTileMappings</strong> and <strong>UpdateTileMappings</strong> methods. </p>
            </remarks>
            <doc-id>dn770448</doc-id>
            <unmanaged>D3D12_TILE_REGION_SIZE</unmanaged>
            <unmanaged-short>D3D12_TILE_REGION_SIZE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TileRegionSize.TileCount">
            <summary>
            <dd> <p>The number of tiles in the tiled region.</p> </dd>
            </summary>
            <doc-id>dn770448</doc-id>
            <unmanaged>NumTiles</unmanaged>
            <unmanaged-short>NumTiles</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TileRegionSize.UseBox">
            <summary>
            <dd> <p> Specifies whether the runtime uses the <strong>Width</strong>, <strong>Height</strong>, and <strong>Depth</strong> members to define the region. </p> <p> If <strong>TRUE</strong>, the runtime uses the <strong>Width</strong>, <strong>Height</strong>, and <strong>Depth</strong> members to define the region. In this case,  <strong>NumTiles</strong> should be equal to <strong>Width</strong> *  <strong>Height</strong> * <strong>Depth</strong>.</p> <p> If <strong><see cref = "F:SharpDX.Result.False"/></strong>, the runtime ignores the <strong>Width</strong>, <strong>Height</strong>, and <strong>Depth</strong> members and uses the <strong>NumTiles</strong> member to traverse tiles in the resource linearly across x, then y, then z (as applicable) and then spills over mipmaps/arrays in subresource order.  For example, use this technique to map an entire resource at once. </p> <p> Regardless of whether you specify <strong>TRUE</strong> or <strong><see cref = "F:SharpDX.Result.False"/></strong> for <strong>UseBox</strong>, you use a <strong><see cref = "T:SharpDX.Direct3D12.TiledResourceCoordinate"/></strong> structure to specify the starting location for the region within the resource as a separate parameter outside of this structure by using x, y, and z coordinates. </p> <p> When the region includes mipmaps that are packed with nonstandard tiling, <strong>UseBox</strong> must be <strong><see cref = "F:SharpDX.Result.False"/></strong> because tile dimensions are not standard and the app only knows a count of how many tiles are consumed by the packed area, which is per array slice.  The corresponding (separate) starting location parameter uses x to offset into the flat range of tiles in this case, and y and z coordinates must each be 0. </p> </dd>
            </summary>
            <doc-id>dn770448</doc-id>
            <unmanaged>UseBox</unmanaged>
            <unmanaged-short>UseBox</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TileRegionSize.Width">
            <summary>
            <dd> <p> The width of the tiled region, in tiles. Used for buffer and 1D, 2D, and 3D textures. For more info, see Tile and toast image sizes. </p> </dd>
            </summary>
            <doc-id>dn770448</doc-id>
            <unmanaged>Width</unmanaged>
            <unmanaged-short>Width</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TileRegionSize.Height">
            <summary>
            <dd> <p> The height of the tiled region, in tiles. Used for 2D and 3D textures. For more info, see Tile and toast image sizes. </p> </dd>
            </summary>
            <doc-id>dn770448</doc-id>
            <unmanaged>Height</unmanaged>
            <unmanaged-short>Height</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TileRegionSize.Depth">
            <summary>
            <dd> <p>The depth of the tiled region, in tiles. Used for 3D textures or arrays. For arrays, used for advancing in depth jumps to next slice of same mipmap size, which isn't contiguous in the subresource counting space if there are multiple mipmaps.</p> </dd>
            </summary>
            <doc-id>dn770448</doc-id>
            <unmanaged>Depth</unmanaged>
            <unmanaged-short>Depth</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.TileShape">
            <summary>
            <p>Describes the shape of a tile by specifying its dimensions.</p>
            </summary>
            <remarks>
            <p> This structure is used by the <strong>GetResourceTiling</strong> method. </p>
            </remarks>
            <doc-id>dn770449</doc-id>
            <unmanaged>D3D12_TILE_SHAPE</unmanaged>
            <unmanaged-short>D3D12_TILE_SHAPE</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TileShape.WidthInTexels">
            <summary>
            <dd> <p>The width in texels of the tile.</p> </dd>
            </summary>
            <doc-id>dn770449</doc-id>
            <unmanaged>WidthInTexels</unmanaged>
            <unmanaged-short>WidthInTexels</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TileShape.HeightInTexels">
            <summary>
            <dd> <p>The height in texels of the tile.</p> </dd>
            </summary>
            <doc-id>dn770449</doc-id>
            <unmanaged>HeightInTexels</unmanaged>
            <unmanaged-short>HeightInTexels</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.TileShape.DepthInTexels">
            <summary>
            <dd> <p>The depth in texels of the tile.</p> </dd>
            </summary>
            <doc-id>dn770449</doc-id>
            <unmanaged>DepthInTexels</unmanaged>
            <unmanaged-short>DepthInTexels</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.UnorderedAccessViewDescription">
            <summary>
            <p>Describes the subresources from a resource that are accessible by using an unordered-access view.</p>
            </summary>
            <remarks>
            <p>Pass an unordered-access-view description into <strong>ID3D12Device::CreateUnorderedAccessView</strong> to create a view.</p>
            </remarks>
            <doc-id>dn770451</doc-id>
            <unmanaged>D3D12_UNORDERED_ACCESS_VIEW_DESC</unmanaged>
            <unmanaged-short>D3D12_UNORDERED_ACCESS_VIEW_DESC</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.UnorderedAccessViewDescription.BufferResource">
            <summary>
            <p>Describes the elements in a buffer to use in a unordered-access view.</p>
            </summary>
            <remarks>
            <p> Use this structure with a <strong><see cref = "T:SharpDX.Direct3D12.UnorderedAccessViewDescription"/></strong> structure to view the resource as a buffer. </p>
            </remarks>
            <doc-id>dn770345</doc-id>
            <unmanaged>D3D12_BUFFER_UAV</unmanaged>
            <unmanaged-short>D3D12_BUFFER_UAV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.UnorderedAccessViewDescription.BufferResource.FirstElement">
            <summary>
            <dd> <p>The zero-based index of the first element to be accessed.</p> </dd>
            </summary>
            <doc-id>dn770345</doc-id>
            <unmanaged>FirstElement</unmanaged>
            <unmanaged-short>FirstElement</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.UnorderedAccessViewDescription.BufferResource.ElementCount">
            <summary>
            <dd> <p>The number of elements in the resource. For structured buffers, this is the number of structures in the buffer.</p> </dd>
            </summary>
            <doc-id>dn770345</doc-id>
            <unmanaged>NumElements</unmanaged>
            <unmanaged-short>NumElements</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.UnorderedAccessViewDescription.BufferResource.StructureByteStride">
            <summary>
            <dd> <p>The size of each element in the buffer structure (in bytes) when the buffer represents a structured buffer.</p> </dd>
            </summary>
            <doc-id>dn770345</doc-id>
            <unmanaged>StructureByteStride</unmanaged>
            <unmanaged-short>StructureByteStride</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.UnorderedAccessViewDescription.BufferResource.CounterOffsetInBytes">
            <summary>
            <dd> <p> The counter offset, in bytes. </p> </dd>
            </summary>
            <doc-id>dn770345</doc-id>
            <unmanaged>CounterOffsetInBytes</unmanaged>
            <unmanaged-short>CounterOffsetInBytes</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.UnorderedAccessViewDescription.BufferResource.Flags">
            <summary>
            <dd> <p> A <strong><see cref = "T:SharpDX.Direct3D12.BufferUnorderedAccessViewFlags"/></strong>-typed value that specifies the view options for the resource. </p> </dd>
            </summary>
            <doc-id>dn770345</doc-id>
            <unmanaged>Flags</unmanaged>
            <unmanaged-short>Flags</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.UnorderedAccessViewDescription.Texture1DResource">
            <summary>
            <p>Describes a unordered-access 1D texture resource.</p>
            </summary>
            <remarks>
            <p>Use this structure with a <strong><see cref = "T:SharpDX.Direct3D12.UnorderedAccessViewDescription"/></strong> structure to view the resource as a 1D texture.</p>
            </remarks>
            <doc-id>dn770421</doc-id>
            <unmanaged>D3D12_TEX1D_UAV</unmanaged>
            <unmanaged-short>D3D12_TEX1D_UAV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.UnorderedAccessViewDescription.Texture1DResource.MipSlice">
            <summary>
            <dd> <p>The mipmap slice index.</p> </dd>
            </summary>
            <doc-id>dn770421</doc-id>
            <unmanaged>MipSlice</unmanaged>
            <unmanaged-short>MipSlice</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.UnorderedAccessViewDescription.Texture1DArrayResource">
            <summary>
            <p>Describes an array of unordered-access 1D texture resources. </p>
            </summary>
            <remarks>
            <p>Use this structure with a <strong><see cref = "T:SharpDX.Direct3D12.UnorderedAccessViewDescription"/></strong> structure to view the resource as an array of 1D textures.</p>
            </remarks>
            <doc-id>dn770417</doc-id>
            <unmanaged>D3D12_TEX1D_ARRAY_UAV</unmanaged>
            <unmanaged-short>D3D12_TEX1D_ARRAY_UAV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.UnorderedAccessViewDescription.Texture1DArrayResource.MipSlice">
            <summary>
            <dd> <p>The mipmap slice index.</p> </dd>
            </summary>
            <doc-id>dn770417</doc-id>
            <unmanaged>MipSlice</unmanaged>
            <unmanaged-short>MipSlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.UnorderedAccessViewDescription.Texture1DArrayResource.FirstArraySlice">
            <summary>
            <dd> <p>The zero-based index of the first array slice to be accessed.</p> </dd>
            </summary>
            <doc-id>dn770417</doc-id>
            <unmanaged>FirstArraySlice</unmanaged>
            <unmanaged-short>FirstArraySlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.UnorderedAccessViewDescription.Texture1DArrayResource.ArraySize">
            <summary>
            <dd> <p>The number of slices in the array.</p> </dd>
            </summary>
            <doc-id>dn770417</doc-id>
            <unmanaged>ArraySize</unmanaged>
            <unmanaged-short>ArraySize</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.UnorderedAccessViewDescription.Texture2DResource">
            <summary>
            <p>Describes a unordered-access 2D texture resource.</p>
            </summary>
            <remarks>
            <p> Use this structure with a <strong><see cref = "T:SharpDX.Direct3D12.UnorderedAccessViewDescription"/></strong> structure to view the resource as a 2D texture. </p>
            </remarks>
            <doc-id>dn770435</doc-id>
            <unmanaged>D3D12_TEX2D_UAV</unmanaged>
            <unmanaged-short>D3D12_TEX2D_UAV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.UnorderedAccessViewDescription.Texture2DResource.MipSlice">
            <summary>
            <dd> <p>The mipmap slice index.</p> </dd>
            </summary>
            <doc-id>dn770435</doc-id>
            <unmanaged>MipSlice</unmanaged>
            <unmanaged-short>MipSlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.UnorderedAccessViewDescription.Texture2DResource.PlaneSlice">
            <summary>
            <dd> <p> The index (plane slice number) of the plane to use in the texture. </p> </dd>
            </summary>
            <doc-id>dn770435</doc-id>
            <unmanaged>PlaneSlice</unmanaged>
            <unmanaged-short>PlaneSlice</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.UnorderedAccessViewDescription.Texture2DArrayResource">
            <summary>
            <p> Describes an array of unordered-access 2D texture resources. </p>
            </summary>
            <remarks>
            <p> Use this structure with a <strong><see cref = "T:SharpDX.Direct3D12.UnorderedAccessViewDescription"/></strong> structure to view the resource as an array of 2D textures. </p>
            </remarks>
            <doc-id>dn770431</doc-id>
            <unmanaged>D3D12_TEX2D_ARRAY_UAV</unmanaged>
            <unmanaged-short>D3D12_TEX2D_ARRAY_UAV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.UnorderedAccessViewDescription.Texture2DArrayResource.MipSlice">
            <summary>
            <dd> <p>The mipmap slice index.</p> </dd>
            </summary>
            <doc-id>dn770431</doc-id>
            <unmanaged>MipSlice</unmanaged>
            <unmanaged-short>MipSlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.UnorderedAccessViewDescription.Texture2DArrayResource.FirstArraySlice">
            <summary>
            <dd> <p>The zero-based index of the first array slice to be accessed.</p> </dd>
            </summary>
            <doc-id>dn770431</doc-id>
            <unmanaged>FirstArraySlice</unmanaged>
            <unmanaged-short>FirstArraySlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.UnorderedAccessViewDescription.Texture2DArrayResource.ArraySize">
            <summary>
            <dd> <p>The number of slices in the array.</p> </dd>
            </summary>
            <doc-id>dn770431</doc-id>
            <unmanaged>ArraySize</unmanaged>
            <unmanaged-short>ArraySize</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.UnorderedAccessViewDescription.Texture2DArrayResource.PlaneSlice">
            <summary>
            <dd> <p> The index (plane slice number) of the plane to use in an array of textures. </p> </dd>
            </summary>
            <doc-id>dn770431</doc-id>
            <unmanaged>PlaneSlice</unmanaged>
            <unmanaged-short>PlaneSlice</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.UnorderedAccessViewDescription.Texture3DResource">
            <summary>
            <p>Describes a unordered-access 3D texture resource.</p>
            </summary>
            <remarks>
            <p>Use this structure with a <strong><see cref = "T:SharpDX.Direct3D12.UnorderedAccessViewDescription"/></strong> structure to view the resource as a 3D texture.</p>
            </remarks>
            <doc-id>dn770438</doc-id>
            <unmanaged>D3D12_TEX3D_UAV</unmanaged>
            <unmanaged-short>D3D12_TEX3D_UAV</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.UnorderedAccessViewDescription.Texture3DResource.MipSlice">
            <summary>
            <dd> <p>The mipmap slice index.</p> </dd>
            </summary>
            <doc-id>dn770438</doc-id>
            <unmanaged>MipSlice</unmanaged>
            <unmanaged-short>MipSlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.UnorderedAccessViewDescription.Texture3DResource.FirstWSlice">
            <summary>
            <dd> <p>The zero-based index of the first depth slice to be accessed.</p> </dd>
            </summary>
            <doc-id>dn770438</doc-id>
            <unmanaged>FirstWSlice</unmanaged>
            <unmanaged-short>FirstWSlice</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.UnorderedAccessViewDescription.Texture3DResource.WSize">
            <summary>
            <dd> <p>The number of depth slices.</p> </dd>
            </summary>
            <doc-id>dn770438</doc-id>
            <unmanaged>WSize</unmanaged>
            <unmanaged-short>WSize</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.UnorderedAccessViewDescription.Format">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.DXGI.Format"/></strong>-typed value that specifies the viewing format.</p> </dd>
            </summary>
            <doc-id>dn770451</doc-id>
            <unmanaged>Format</unmanaged>
            <unmanaged-short>Format</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.UnorderedAccessViewDescription.Dimension">
            <summary>
            <dd> <p>A <strong><see cref = "T:SharpDX.Direct3D12.UnorderedAccessViewDimension"/></strong>-typed value that specifies the resource type of the view. This type specifies how the resource will be accessed. This member also determines which _UAV to use in the union below.</p> </dd>
            </summary>
            <doc-id>dn770451</doc-id>
            <unmanaged>ViewDimension</unmanaged>
            <unmanaged-short>ViewDimension</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.UnorderedAccessViewDescription.Buffer">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D12.BufferResource"/></strong> structure that specifies which buffer elements can be accessed.</p> </dd>
            </summary>
            <doc-id>dn770451</doc-id>
            <unmanaged>Buffer</unmanaged>
            <unmanaged-short>Buffer</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.UnorderedAccessViewDescription.Texture1D">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D12.Texture1DResource"/></strong> structure that specifies the subresources in a 1D texture that can be accessed.</p> </dd>
            </summary>
            <doc-id>dn770451</doc-id>
            <unmanaged>Texture1D</unmanaged>
            <unmanaged-short>Texture1D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.UnorderedAccessViewDescription.Texture1DArray">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D12.Texture1DArrayResource"/></strong> structure that specifies the subresources in a 1D texture array that can be accessed.</p> </dd>
            </summary>
            <doc-id>dn770451</doc-id>
            <unmanaged>Texture1DArray</unmanaged>
            <unmanaged-short>Texture1DArray</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.UnorderedAccessViewDescription.Texture2D">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D12.Texture2DResource"/></strong> structure that specifies the subresources in a 2D texture that can be accessed.</p> </dd>
            </summary>
            <doc-id>dn770451</doc-id>
            <unmanaged>Texture2D</unmanaged>
            <unmanaged-short>Texture2D</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.UnorderedAccessViewDescription.Texture2DArray">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D12.Texture2DArrayResource"/></strong> structure that specifies the subresources in a 2D texture array that can be accessed.</p> </dd>
            </summary>
            <doc-id>dn770451</doc-id>
            <unmanaged>Texture2DArray</unmanaged>
            <unmanaged-short>Texture2DArray</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.UnorderedAccessViewDescription.Texture3D">
            <summary>
            <dd> <p>A <strong><see cref = "!:SharpDX.Direct3D12.Texture3DResource"/></strong> structure that specifies subresources in a 3D texture that can be accessed.</p> </dd>
            </summary>
            <doc-id>dn770451</doc-id>
            <unmanaged>Texture3D</unmanaged>
            <unmanaged-short>Texture3D</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.VersionedRootSignatureDescription">
            <summary>
            <p>Holds any version of a root signature description, and is designed to be used with serialization/deserialization functions.</p>
            </summary>
            <remarks>
            <p>Use this structure with the following methods.</p><ul> <li> <strong>GetRootSignatureDescAtVersion</strong> </li> <li> <strong>GetUnconvertedRootSignatureDesc</strong> </li> <li> <strong>D3D12SerializeVersionedRootSignature</strong> </li> </ul><p>Refer to the helper structure <strong>CD3DX12_VERSIONED_ROOT_SIGNATURE_DESC</strong>. </p>
            </remarks>
            <doc-id>mt709125</doc-id>
            <unmanaged>D3D12_VERSIONED_ROOT_SIGNATURE_DESC</unmanaged>
            <unmanaged-short>D3D12_VERSIONED_ROOT_SIGNATURE_DESC</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.VertexBufferView">
            <summary>
            No documentation.
            </summary>
            <unmanaged>D3D12_VERTEX_BUFFER_VIEW</unmanaged>
            <unmanaged-short>D3D12_VERTEX_BUFFER_VIEW</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.VertexBufferView.BufferLocation">
            <summary>
            No documentation.
            </summary>
            <unmanaged>BufferLocation</unmanaged>
            <unmanaged-short>BufferLocation</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.VertexBufferView.SizeInBytes">
            <summary>
            No documentation.
            </summary>
            <unmanaged>SizeInBytes</unmanaged>
            <unmanaged-short>SizeInBytes</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.VertexBufferView.StrideInBytes">
            <summary>
            No documentation.
            </summary>
            <unmanaged>StrideInBytes</unmanaged>
            <unmanaged-short>StrideInBytes</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ViewInstanceLocation">
            <summary>
            <p>Specifies the viewport/stencil and render target associated with a view instance.</p>
            </summary>
            <remarks>
            <p>The values specified in a view instance location structure can be added to ViewportArrayIndex and RenderTargetArrayIndex values output by the shader prior to rasterization to compute the final effective index of the viewport and render target to send primitives to. If a computed index is out of range (that is, when the index is larger than the number of viewport or render target elements in their respective arrays) then the effective index becomes 0.</p><p>For shaders that dynamically select the viewport or render target indices, an application can set all the view instance locations declared in a PSO to the same value to act as a uniform base value for all views.</p>
            </remarks>
            <doc-id>mt844811</doc-id>
            <unmanaged>D3D12_VIEW_INSTANCE_LOCATION</unmanaged>
            <unmanaged-short>D3D12_VIEW_INSTANCE_LOCATION</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ViewInstanceLocation.ViewportArrayIndex">
            <summary>
            <dd> <p> The index of the viewport in the viewports array to be used by the view instance associated with this location. </p> </dd>
            </summary>
            <doc-id>mt844811</doc-id>
            <unmanaged>ViewportArrayIndex</unmanaged>
            <unmanaged-short>ViewportArrayIndex</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ViewInstanceLocation.RenderTargetArrayIndex">
            <summary>
            <dd> <p> The index of the render target in the render targets array to be used by the view instance associated with this location. </p> </dd>
            </summary>
            <doc-id>mt844811</doc-id>
            <unmanaged>RenderTargetArrayIndex</unmanaged>
            <unmanaged-short>RenderTargetArrayIndex</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.ViewInstancingDescription">
            <summary>
            <p>Specifies parameters used during view instancing configuration.</p>
            </summary>
            <remarks>
            <p>View instancing is declared in a PSO using this structure. The view instance count is set in the PSO to allow whole-pipeline optimization based on the number of views.</p><p>View instancing is disabled when it's not declared in the PSO or when ViewInstanceCount is set to 0. When disabled, rendering behaves as if view instancing is enabled and ViewInstanceCount is set to 1; shaders only see a value of 0 in SV_ViewID and just one view instance is produced. This allows shaders that are aware of view instancing to still be used in PSOs that disable it. Some adapters might support shader model 6.1 (which exposes SV_ViewID) but not view instancing; these adapters must still support shaders that input SV_ViewID in PSOs that declare ViewInstanceCount as 0 or 1.</p><p>The shader prior to rasterization can output SV_RenderTargetArrayIndex and SV_ViewportArrayIndex values which don't have to depend on SV_ViewID. To compute the final effective index of the viewport and render target where primitives will be sent, these values, when present, are added to the ViewportArrayIndex and RenderTargetArrayIndex values of the view instance locations declared in the PSO. If a computed index is out of range (that is, when the index is larger than the number of viewport or render target elements in their respective arrays) then the effective index becomes 0.</p><p>For shaders that dynamically select the viewport or render target indices, an application can set all the view instance locations declared in the PSO to a single value (such as 0) to act as a uniform base index to which the dynamically-selected SV_RenderTargetArrayIndex and SV_ViewportArrayIndex values are added.</p>
            </remarks>
            <doc-id>mt844812</doc-id>
            <unmanaged>D3D12_VIEW_INSTANCING_DESC</unmanaged>
            <unmanaged-short>D3D12_VIEW_INSTANCING_DESC</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ViewInstancingDescription.ViewInstanceCount">
            <summary>
            <dd> <p> Specifies the number of views to be used, up to D3D12_MAX_VIEW_INSTANCE_COUNT. </p> </dd>
            </summary>
            <doc-id>mt844812</doc-id>
            <unmanaged>ViewInstanceCount</unmanaged>
            <unmanaged-short>ViewInstanceCount</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ViewInstancingDescription.ViewInstanceLocationsPointer">
            <summary>
            <dd> <p> The address of a memory location that contains <strong>ViewInstanceCount</strong> view instance location structures that specify the location of viewport/scissor and render target details of each view instance.  </p> </dd>
            </summary>
            <doc-id>mt844812</doc-id>
            <unmanaged>pViewInstanceLocations</unmanaged>
            <unmanaged-short>pViewInstanceLocations</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.ViewInstancingDescription.Flags">
            <summary>
            <dd> <p> Configures view instancing with additional options. </p> </dd>
            </summary>
            <doc-id>mt844812</doc-id>
            <unmanaged>Flags</unmanaged>
            <unmanaged-short>Flags</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.Viewport">
            <summary>
            <p>Describes the dimensions of a viewport.</p>
            </summary>
            <remarks>
            <p>Pass an array of these structures to the <em>pViewports</em> parameter  in a call to  <strong>ID3D12GraphicsCommandList::RSSetViewports</strong> to set viewports for the display.</p>
            </remarks>
            <doc-id>dn770454</doc-id>
            <unmanaged>D3D12_VIEWPORT</unmanaged>
            <unmanaged-short>D3D12_VIEWPORT</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Viewport.TopLeftX">
            <summary>
            <dd> <p>X position of the left hand side of the viewport. </p> </dd>
            </summary>
            <doc-id>dn770454</doc-id>
            <unmanaged>TopLeftX</unmanaged>
            <unmanaged-short>TopLeftX</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Viewport.TopLeftY">
            <summary>
            <dd> <p>Y position of the top of the viewport. </p> </dd>
            </summary>
            <doc-id>dn770454</doc-id>
            <unmanaged>TopLeftY</unmanaged>
            <unmanaged-short>TopLeftY</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Viewport.Width">
            <summary>
            <dd> <p>Width of the viewport.</p> </dd>
            </summary>
            <doc-id>dn770454</doc-id>
            <unmanaged>Width</unmanaged>
            <unmanaged-short>Width</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Viewport.Height">
            <summary>
            <dd> <p>Height of the viewport.</p> </dd>
            </summary>
            <doc-id>dn770454</doc-id>
            <unmanaged>Height</unmanaged>
            <unmanaged-short>Height</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Viewport.MinDepth">
            <summary>
            <dd> <p>Minimum depth of the viewport. Ranges between 0 and 1.</p> </dd>
            </summary>
            <doc-id>dn770454</doc-id>
            <unmanaged>MinDepth</unmanaged>
            <unmanaged-short>MinDepth</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.Viewport.MaxDepth">
            <summary>
            <dd> <p>Maximum depth of the viewport. Ranges between 0 and 1.</p> </dd>
            </summary>
            <doc-id>dn770454</doc-id>
            <unmanaged>MaxDepth</unmanaged>
            <unmanaged-short>MaxDepth</unmanaged-short>
        </member>
        <member name="T:SharpDX.Direct3D12.WriteBufferImmediateParameter">
            <summary>
            <p>Specifies the immediate value and destination address written using <strong>ID3D12CommandList2::WriteBufferImmediate</strong>.</p>
            </summary>
            <remarks>
            <p></p>
            </remarks>
            <doc-id>mt844815</doc-id>
            <unmanaged>D3D12_WRITEBUFFERIMMEDIATE_PARAMETER</unmanaged>
            <unmanaged-short>D3D12_WRITEBUFFERIMMEDIATE_PARAMETER</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.WriteBufferImmediateParameter.Dest">
            <summary>
            No documentation.
            </summary>
            <doc-id>mt844815</doc-id>
            <unmanaged>Dest</unmanaged>
            <unmanaged-short>Dest</unmanaged-short>
        </member>
        <member name="F:SharpDX.Direct3D12.WriteBufferImmediateParameter.Value">
            <summary>
            No documentation.
            </summary>
            <doc-id>mt844815</doc-id>
            <unmanaged>Value</unmanaged>
            <unmanaged-short>Value</unmanaged-short>
        </member>
    </members>
</doc>
